Yea painting a tri strip will work. I think they both have their place and are valuable methods. It's not that one is better than the other, its that they each suit different needs. There are some pitfalls to poly draw: - Even with it set to draw on an object it will clip here and there and need tweaking. It might conform…
Just because it's a little bit relevant and I do so love an excuse, ~Gesture drawing~ I'd personally recommend buying [ame="https://www.amazon.com/Drawn-Life-Classes-Stanchfield-Lectures/dp/0240810961"]this[/ame] and…
Sorry, it's me and the kids today, so I didn't get to it till a few minutes ago. This should get you started. Just make sure you replace my KActor with one of your own. When you swipe up it will jump. Copy and paste this into Kismet. Begin Object Class=SeqVar_Object Name=SeqVar_Object_2 ObjValue=KActor'KActor_0'…
New to Quixel Suite. Using PS CS6 in Win7 x64 and Wacom Intuos pen. When I sculpt/draw with a brush in NDO, the stroke zooms off the left of the screen making a long horizontal line or tail. I could be just drawing a small circle and when I stop, the end flies left off the screen. The same sort of thing happens with a…
Thank you! @sacboi Really glad the nose design reads that way. :) The aggressive split-prong silhouette was one of the main things that drew me to this direction. I’ll try to keep that as a strong feature while making sure the mechanical parts still feel functional and believable. A brief blockout update: I’m currently…
There is a DISCARD shader instruction to just drop the current fragment/texel/pixel if need be, so it never has to be written to begin with! Transparency is a type of blend. In order to do any type of blending, you have to read and write to a pixel's location in video memory, instead of just writing The instructions for…
Yeah, a Multi/Sub-Object material. But really, that's not the best thing for good performance. Every material ID causes its own additional draw calls. Objects have to be sent to the graphics card to be drawn, each "send" is another draw call. Each draw call takes time, so too many of them will cause a slower framerate.…
I build AAA quality gameplay and cinematic characters optimized directly for Unreal Engine 5. I deliver production-ready characters with clean manual topology, optimized textures, and flawless engine integration. MY CHARACTER PIPELINE: Base Mesh : Character Creator 5 For Quick Base Mesh Sculpting & Clothing: Detailing…
Which is more expensive? Drawing the geometry, or drawing the texture? I find that a lot of times I have to choose between the two: 1) Less Geometry, but textures are drawn behind geometry. 2) More Geometry, but textures are not drawn behind geometry. Thank you.