USD is a file format from Pixar similar to FBX. The interesting part is the USDZ container. Apple and Adobe will support that format out of the box. It will work also for realtime stuff. https://theblog.adobe.com/introducing-project-aero/ https://developer.apple.com/safari/whats-new/…
Hi guys Is it possible to import fbx's that contain a bunch of objects? I have an office scene with about 30 objects in total. I've been using unity lately and you can just import the whole lot without any errors. Is it the same for UDK?? Thanks in advance for any help. Cheers
Hi all, Im new to the forum and i chanced upon this when searching on 3D creation for games... I was just wondering if anyone here has had experience in exporting animated block meshes with multi sub materials applied to the mesh that also contain opacity maps using 3DSMAX to VRML97(.wrl) format successfully?
What do you mean by modular ? You mean that each wood beam, and wall is separate module ? Or the houses them self are self-containing modules ? I ask because the first approach do not seem particularly performance-friednly in UDK (and not in any other engine for that matter)
My knowledge of maya is very small. I'm fairly new at the program so I don't know what everything does or how to get certain effects done. The video is tracked using matchmover 2011 and the flame is a 3d fluid container with attributes I've been messing with.
When you rigg the item and import it into the client, they make you input the name of the bone where you want the hitbox to be, its as simple as that. Say for example, you what the head to contain the hitbox. You just put the head's bone name in the input field, and that's where the hitbox will be.
Progress on the helmet. Remaining details will be done in ZBrush. The face is just a stubbed out base. I will post another update soon containing the updates to her armor. I want to try out a new rendering program before I post those. Stay tuned! Enjoy!
Not bad! Everyone please remember that AC2 contains Ubisoft's new "must always be online" DRM. PC Gamer gave the game an 88, but ended the review by flat out saying something along the lines of "although this is a great game, because of the DRM and only the DRM, do not buy it."
UVs will not be affected if you have the same number of unique vertices between the two models. Each vertex contains as much UV information as faces attached to it. It's strange, because you may have one vertex but it'll have several UVs for all of its different faces.
Well, 600 x 120 is 72k objects, but I get your point; it's a lot of objects. I think you're going to need to simplify your scene. Or break it up into smaller chunks. I've never used Containers, but it's supposedly used for breaking up large scenes.