@Michael Knubben I'm aware of these hotkeys but changing them won't do it because in some projects I would have one set of assets im working on and other two or more. I don't think there is a workaround for this, even if you could change the ''index'' of the collection you would have to do it per project It's very anoying…
I forget what Unreal's implementation does but in principle the mesh only "needs" to split where you have hard edges - obviously UV seams will cause discontinuities as well. if you were to soften all the edges on the original model it would probably do roughly what you want. it might look a bit weird in places. In most…
ISM means the geometry is loaded into the GPU once and instanced on the GPU - all instances are combined into a single mesh per material for rendering. Dynamic instancing takes a best guess at what can be instanced and is (imo) good enough. it will not instance meshes that are displaying a different lod (because different…
the engine might be able to handle it but you still have to pass these heavy ass assets around and deal with them. and the user has to download them. i think being dogmatic about "doing things the hard way" is just as dangerous as being a lazy-ass but to me that seems most likely like it's just being lazy. Like you see on…
Unreal doesn't use simplygon - you can plug it in but the default is just a rudimentary (shite) decimator ok so.. this is a gross oversimplification but hopefully gets the point across The primary function of LODs is to reduce the amount of stuff on screen that your machine has to process so that it can draw frames more…
Thicker walls block light leaking and offer a little more flexibility if you want to nudge the meshes off the grid for some randomness or variation. Also for newer games if they are using mesh shaders or nanite, closed meshes can cull meshes behind them better.
Availability: Artstation: https://www.artstation.com/marketplace/p/7gBnd/neighborhood-props Epic Unreal Marketplace: https://www.unrealengine.com/marketplace/en-US/product/neighborhoods-props You can check out my Epic Creator page for updates:…
thats what 2d artists said a year or two ago. and using it as a tool just means cleanup for shitty idea guys generations. 3d artists already work with these "concepts". there is still quality work out there, plenty. but you can see ai taking over DESPITE the legal issues it might impose. for 3d it will likely come quicker…
streaming and virtual textures, while very nice are not relevant to this issue The spline system seems to work fine on my large nanite landscape (10x15km) and while it's a little clunky I can't say I'm having any major problems with it. I'm not building anything as dense as New York though. Your biggest problem with…