you're overthinking it make this duplicate it with array (instance array) done. Also to quickly get the edge loops for subd, you can duplicate or edit the cylinder you use to boolean the hole and scale it up slightly, then use it as a solid drill : stencil
Non square is ok. But here an advice If the engine you are using makes us of textures arrays, I would advice to define a number of texture resolutions and keep it. You don't want to create textures arrays and feed it with only one texture.
maybe try using texture arrays, I have been using them on mobile-VR and they work like a breeze, not to mention they allow you to skip the dreaded atlassing step. you will need amplify shader editor to make custom shaders with array support.
This is a showcase video for my environment art student project created for the Escape Studios course I was studying. Prompt: 1800s old west American railroad station. Throughout the project I used a variety of software; Maya, Photoshop, Substance Painter, Substance Designer, Substance Sampler, Zbrush and Unreal Engine. I…
As long as you have not applied the Array Modifier yet, you can just UV the bottom stair and it will be automatically copied to the rest of the stairs. If you have applied it, your best bet is to just delete the top stars and redo the Array modifier again. There's not really any way simpler than that.
You can store the new pose in a layer and only toggle it on when you want to see what it looks like posed or you can use Array mesh to move a duplicate to the final position for reference, (it will take some tweaking but toggling array mesh on-off is faster and more reliable than layers).
Hi! You could bake some straightened straps down, basically adding some reusable strap parts to the texture atlas, you can then map the lowpoly UVs to. Certainly an option to save texture space if you have many straps. If you array and deform your straps along curves, makes it easy to swap out the base mesh.
Also check that the Mesh Renderer has the same number of materials as the mesh. If the model prefab has been broken the materials array won't sync up to what has been last imported. If your model has 3 different materials assigned in Maya, the materials array should have 3 material slots.
Try using a "map" instead of an array. That way you can order an integer to each token. The left side of the map could be the current content of your array, and the right side would be player ids. https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Maps/index.html
Havn't posted on Polycount in a long time, so forgive me if I commit any triangle related faux pas xD. I've recently started working on this Tiger I, and I wanted to spool up a thread to dump all my WIP images into. Here is where it's at currently: I'm trying to challenge myself to put as much of the detail into the…