Let's start in reverse with #3. Atmosphere: this is completely in your control and it's up to you to decide. What atmosphere are you going for? Industrial? Something like Portal where it feels like a lab environment? You need a clear and cogent idea of what atmosphere you're targeting before you can decide on materials and…
cover as much as you can with your standardized pieces then when you are finished, look at see where the gaps are. hopefully there is some pattern to the left overs and you can easily fill the gaps with just a few more standardized pieces. if not, just make custom things as you need. other methods can be to use props and…
so I'm used to selecting multiple objects with ctrl. left click. Then deselcting with another ctrl. left click. Did I miss something? This doesn't seem to work in Max 2011.
Hey. This pack of tools originates from a toolset I wrote for 3ds max nearly 20 years ago which I converted to blender when I switched on version 2.8. They where used in a few productions so far and shaped around typical needs to streamline processes blender does not very good. There might be still some incompatibilities…
Thank you for replying! I checked the 'create materials' box when importing into Unreal. But somehow, inside the shader, it doesn't have any SpeedTree node created. Based on that, I manually added the SpeedTree node to the World Position Offset to all shaders/materials and adjusted the options on the left, and it works!…
I used face-weighted normals recently for a public sample asset. Might be informative for you: https://github.com/KhronosGroup/glTF-Sample-Assets/blob/451f96783f5a4b32895616f2f5f98e12d877be9f/Models/SunglassesKhronos/README.body.md#modeling-with-face-weighted-normals Left to right in the image above: * Simple geometry with…