Thank you L0N3Y, heboltz3. I found that if I just combine the meshes then export, the fbx exporter will pop up an error says "Unsupported Operation on Mesh Vertices." and "to correct this, delete the Non-deformer history before exporting.". But when I delete the history of the combined mesh, the bind info(skinCluster and…
it's going to work a little different in UE3, you're not going to set up multiple materials but one material that uses masks to switch between diff values/textures. You'll use a lerp (linear interpolate) node to mask between multiple values. For instance if you want to have a metal area and a dull wood area, you would…
Yes maybe, & or make my own o.s. & hardware taking out all possible back-doors & bloat ware. An include handy applications & code to inform us of intrusive conducts made by isp's & websites, i.e. malicious activities on the fly with blinking alerts & all that fancy stuff, without the need for LIVE updates. (just cause,…
so, I did a couple of tests and you're absolutely right. it looks like shit . why ? bilinear filtering is bad at minification (downsampling) . Photoshop uses more appropriate filtering methods for downsampling (you can choose which one when you apply transforms iirc) these are slower and possibly not easily GPU accelerated…
I suggest to use "gradient" from filters library with debug preview set on . Don't think brushes could ever give you a smooth gradient. 1. make a fill layer 2. make a mask of a shape you need 3. put a gradient filter in layers height channel and set it "on" in display gradient(debug) or just an image file with a gradient…
Agree, Painter is very far too. For some weird reason they killed those few very little things to paint manually in Designer around version 3. And I need something to touch final textures with my own hands, erase/ patch few bothering procedural spots etc. So Painter is only option. Ideally I would love to see Designer as a…
Yea, it's an interesting thing to have tried to do but possibly not that useful in the long run :P. Starting to set this up in the game engine definitely sounds like a good plan to me. It'll take long enough to get all your animations working nicely in your engine so it's probably worth investing time in that now rather…
That shader node is really good for previewing real-time models in Blender's Cycles, even though it's an offline renderer. But for texturing you're gonna need something else. For free baking and texturing you can use xNormal for baking and GIMP for the actual texturing. I recommend to grab Partha's GIMP 2.9.5 builds for…
Hello Melvic, I'm no expert in Game Particle Simulations but I can tell that sometimes what you see as particles are just mere polygons with alpha image data on it. A tornado of leaf can be achieved with basic plane geometry primitive applied a leaf texture on it. They of course multiply the leaf by numbers, cascade it,…
Hello, 1. Not at all. If the player can't see it and it doesn't cause performance or lighting issues, it doesn't matter. 2. Double sided materials are slightly more expensive, but IMO worth it if it means you don't have to manage double sided geo. Using both at the same time would be completely redundant. Note that in VR…