I thought it would be helpful to new users in particular to share how I've customized my Modo for direct modeling and UVing Unreal Engine 4 game assets: Preferences Defaults > Animation Frames per Second = NTSC (30.0) Defaults > Application Group Selection Cmds = Uncheck Item Index Style = Item_2 Defaults > Auto Save Time…
Hello I have been working on a large-scale 3D project in Unreal Engine 5, and I’m encountering performance issues related to my custom shaders. When applying complex shaders to large assets, especially with high polygon counts, the performance drops significantly. I’ve tried optimizing the shaders by reducing texture…
No, but I think the problem is partial UV's — which OBJ does not support, which might explain why you get no results with OBJ but some broken parts with FBX. So, does every (and I mean absolutely every) polygon have a corresponding UV piece? If there's no simple way to check in cinema4d (I imagine you can just ctrl+A in…
So I redid the top wing normal maps with the leaves extruding and got the following normal maps. Since my UV's are overlapping 4 times total for the wings (I did mirror geometry twice while making the model), I created two normal maps. Firstly using all of the model and then only using 1/4 of the model to see if there was…
I'm not sure on the technicalities but they proxy animate and transfer the data across, Ie they use a system of weighting on a rig that matches closely/if not exact to the high-poly rig and animate through that. Not to offend but bumping next time on your older thread would be easier, albeit googling and searching for the…
Your topology is pretty unconventional. There are a number of problems areas at the joints. Take a look at some "professional" wireframes to see what they're doing, and take a few minutes to throw together a quick rig and see how your mesh holds up. I think under the shoulder and between the legs will be particularly…
I disagree on using more polies - if you are really bent on working for DS/iPhone games you're off fine with lowpoly stuff. In fact I'd say work lower poly - especially on the characters. If you're aiming for low spec stuff, this thread and the lowpoly thread are interesting for you. But mostly - you'll need to improve the…
Run through the existing algorithm, then get the winding order of the border vertices and choose a likely starting point (orthogonally aligned, symmetry or closest radius or edge, or pre-calc and measure least distortion somehow). Then iterate in winding order, and rotate each vertex about the centre so the angle with the…
Hello again, I guess the problem was with 3ds Max import settings. I changed scale factor from inches to centimeters and now scale is the same. Thanks! One more question. When I have my mesh decimated in Zbrush it has total 930k polygons. When it's imported to max it has 23M tris. I understand that polygons and tris are…
Finally, a comment! @3Dreaper: You raise a very valid point there, most of which I agree with. Firstly, I wanted to create the impression that someone has had their hands all over the shoulder stock hence why there are moisture marks all over. But toned down you reckon? Might be a better option in the future. Your…