Ill go to another forum insted! I have looked in the faq which just explains the basic tile technique without any unwrap editor. Does`nt explain modular design ,Like large objects(houses).Ive seen diffrent walls in Unreal ed which seems to have only one unwrap per wall And if my model contains 10 diffrent objects,shuld…
I use safari all the time. can you guys tell me if it smooths fonts and rescaled images? It does on the mac, this is one of the nicest graphical features. My blog contains rescaled images, they look whack on winxp. Also I find Safari has better control of webstandards. Anyone interested in CSS3, check this out! (in safari…
@Donato My suggestion is somewhat related, I feel like individually baking and texturing every pillar and wall is probably not the the most efficient way of doing things. https://www.youtube.com/watch?v=IziIY674NAw Modelling and texturing a single 2k plane, that contains all the details and patterns you'd use on most of…
Sometimes I also use "custom project containing custom assets", and the best way I found is to have both the target and the custom one open at the same time, and use the migration tool to copy content from one project to another. But both projects needs to use the same version of unreal, or at least the target project…
There is no way around this, with a lower resolution you have more tiling and less variation. If you need 9x9 tiles on a 4x4m floor and you want to use a texture covering a quarter of that floor, that texture has to contain a quarter of the tiles, 4.5x4.5 tiles in this case. Now the texel density defines how large the…
haiddasalami Man, I think those icons are now the oldest part of the plugin haha. They were picked from Maya's default icons from before I used custom ones. I guess it never occurred to me to replace them. I'll be sure to make something more appropriate for the next update :) MeshModeler I'm happy to say that this tool in…
Played a ton of violent video games since the age of 7 and watched some pretty messed up movies containing torture, gore, and extreme brutality (Hostel, Saw, Texas Chainsaw Massacre) and I'm not even talking about the days I was a frequenter of sites such as liveleak at the peak of the Iraq and Afghan wars (2007-2009). All…
This could be due to a few things. The most common problems would be that polygon is an ngon, has unwelded edges or contains stacked polygons from an old extrusion. * Ngons: use Mesh > Cleanup to find ngons or just switch to vertex mode and make sure there are no more than 4 points touching that polygon * Unwelded edges:…
For rigging purposes, you can make a blockout mesh in ten minutes that contains joint locations and rough shapes, and pass that off the the rigger while you run through the high poly. What you are doing won't fly in a production environment, it will just confuse everyone as to what is actually going on with the model, with…
It is always better to pack these into the channels of a single texture, because you reduce the amount of needed texture samplers in the material, and because its much less video memory. Imagine you have a separated roughness, metallic and occlusion map. Texture still uses 3 channels but it has the same information in all…