Does anyone know how (if it's at all possible) to setup a batch process for Swarm? I would like to build several map (lightbakes) over the weekend and not have to look at my pc every couple of hours to see if it's light baking is ready.
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
====Day2 progress==== * I started refining the mesh of dress, didnt know how to tackle this at first with how dynamesh reacts with small areas at low resolutions so I ended up making it as 2 separate subtools (front+back / sides) then merging after im done playing with general silhouette, I also lifted the side parts up to…
Hello everyone, I will start this thread to post my weekly updates for my Necromancer project. I am really looking forward for your thoughts and feedback! The main focus of the project is the necromancer, the playable character. I wanted to create an elaborated character, to show the development stage throughout the game…
And this is the current state of the project; I'm working on the trimsheets. It's my first time using them, and the learning process is taking a bit longer, but I'm pleased with how they're turning out. There's still work to be done to bring more life to the texturing, but I'm already mapping the beams and columns to see…
Compared to some of you guys, mine looks terrible. Seriously good work guys! particularly the renderings, i LOVE that soft white high quality look! im trying to learn how to do that in maya right now. but here is my progress; little late to the game, but better late than never right? Render Progress1 only one photo for…
Well I tried it out because I love this stuff. Neat little game. There were several things that I found a little troublesome, mostly interacting with the notes and stuff that I found. But it was pretty scary, it did a good job with the overall feel of things. That being said, I didn't finish it. From what I can tell, you…
might be able to get around it by using a stencil mask in the outline post process material: How to Create Masks With the Custom Stencil Buffer | Tips & Tricks | Unreal Engine (youtube.com)