Thanks for your reply. What I mean, is when I importing the mesh into UnrealEngine, its clipping. But when Im thickening the mesh, it dosent clip. I want to find a solution on this, without having to extrude every mesh I model.
There are a few that I follow but none of them seem to be very active.... https://www.reddit.com/r/3dmodeling https://www.reddit.com/r/computergraphics https://www.reddit.com/r/lowpolyTutorial https://www.reddit.com/r/Maya https://www.reddit.com/r/3dsmax https://www.reddit.com/r/Daily3D https://www.reddit.com/r/low_poly…
Awesome! Love seeing stuff like this. I haven't had chance to use UnrealEngine yet, was this done in C++ or some form of graph? Do you have much programming experience? I ask because I was learning UnrealScript a few months back playing around, was thinking of refocusing on C++ now this is out. When I find time :P
Polygons being hard really depends. Modern video hardware post-2003 could use VBOs and handle transformation of vertices pretty quickly with vertex shaders and the skinning with them so the CPU isn't choked that much as it used to be (skeletally animated, anyway). On the PS2 , the emotion engine(TM)(R) was a pretty…
anyone know what this error pertains too? i get it whenever i switch to lit mode? Rendering thread exception: Assertion failed: ElementIndex < Parameter.GetNumResources() [File:c:\depot\unrealengine3-ut3-pc\development\src\engine\inc\ShaderManager.h] [Line: 168] Stack: RaiseException() Address = 0x7603f328 (filename not…
Hey all. First time posting, long time reader. Thought I would share my latest piece I have started recently. I love ornate, historical architecture, and figured this would be alot of fun to model. I'm modeling this with UnrealEngine 3 in mind, so Iv kinda broken everything up into chunks and such. Let me know what you…
Um, well, I did this for training, mostly. Ideas of posting it on marketplace were kinda crushed by the amount of things I have to learn first to make it pass approval. But thanks for reminding me about this! I should consider optimize it a bit and maybe start a "gauging interest" thread on unrealengine forums. A bit…
"That sample scene is 100gb but with lots of mockups of the same props" Yes but a majority of that was not nanite meshes...the texture data was far larger for instance. If you believe the developers, the nanite data on disk was 16.14gb in the demo. https://www.youtube.com/watch?v=TMorJX3Nj6U&t=4300s&ab_channel=UnrealEngine
WIP Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…
I forgot something ... The UnrealEngine does not like not triangulised objects, so you'll have to triangulise your model when you export to the UnrealED. You model will become something closer to 6.5k and 8k triangles. (don't have too many of these runging arround the map). Etienne