I'm creating a single player only game, that is high intensive along the lines of GTA/Arma, with a 30x30 km map, and about 220 km of it actually be populated (meaning it's the land mass of the island), with 3-5 areas of it with HIGH density objects/assets. I want it to work on 4 GB computer from like 2018/2019 on lowest…
Hi everyone! 👋 My girlfriend and I are both programmers and we’re starting a hobby project together — a 3D game made in Babylon.js. We're looking for a 3D artist/animator to join us as a core part of the team. We chose Babylon.js for specific reasons (performance, easy WebGL integration, lightweight), and we’re already…
Thanks Tea! I finally finished up this little pillar break down. Now let me pre-phrase this breakdown and say that this might not have been the best way of creating this asset. I learned some valuable lessons on this one. If I were to do this asset again I would make some adjustments. Figure 1-C was the biggest problem. Im…
MACHIN3 Hello, you are developing extremely amazing tool! Just a revolution in hard surface modeling! I am using DECALmachine in Blender 2.79 and it is incredible! Thanks you very much for such a powerful tool! However I am confused with the new release for Blender 2.8 Currently new version of DECALmachine is completely…
Hi, I've got a sloppy pipeline of cheap to free software installed right now; mostly for remeshing and formatting issues ie; RaySupreme usually needs to be imported and exported in Blender before its Obj exports are recognized by other software. ie; I usually have to run my Curvy Obj exports through Meshlab for decimation…
This guide on the steam community has one for 3ds max http://steamcommunity.com/sharedfiles/filedetails/?id=149270397#89704 Personally I just export with a .fbx from maya (tested in 2014, no plugins). What works for me: 1. Move geometry to the correct joint 2. Import another part of the model (ex. weapon) from the folder…
Hi Kodde, Thanks for your reaction. I found the option gave it a shot. Like anticipated this function only allows you to export the data the a texture of the geometry the vertex colour is on. While my goal is to transfer the vertex colours from the high-res mesh to the texture of my low-res mesh. Similar to the X-normal…
I've found what's causing the issue. It may seem silly... It was my way of exporting the texture. What I did was to edit it on external editor, so 3D coat sent the current layer to Photoshop (this was because there was a problem with the obj model's hands, so I painted them in Photoshop, they are fine in the FBX model). I…
I basically re-exported a basic cube several times from Maya using every possible obj options. It would crash each time unless I un-checked export normals, which would just give me a blank screen. I used the default obj export settings from Max, but checked 'Triangulate' and it worked no problem. But now I have another…
Some possible ways to avoid it: -Don't use mental ray, but scanline -Max sometimes likes to bake funky colours when there's a more "fancy" material on it, or a material with opacity, so apply a standard material to your high&low -If that doesn't solve it, export your low/high as .obj and reimport. For your xnormal error,…