It will take time. It took me about 1/2 years to really 'get' CG. For it to be second nature. There is also nothing wrong with going down the Technical Artist/Director route, unless you are averse to rigging and a bit of scripting. There you would get to do some modelling and animation, that field really varies, you are…
It was. I was drunk and I got pissed off.Anyways, I dont think there is, unless you make your script. You can also look this up on google. There is also the import textures and materials option upon importing but that wont work well with reusing. One more thing is to make instances and then you don't need to "connect shit"…
You could have duplicates of the export preset just with a unique suffix for each version; that seems easier than renaming the mesh. Or just export to different folders, but that gets messy fast. If you were going to be doing that a LOT you'd want some automation; like an export script to toggle the appropriate layers,…
For exporting from Max and maintaining relative position/pivot, check out this script by Tom Shannon: http://www.tomshannon3d.com/2014/07/tstools-first-release-ue4-mass-fbx.html Just reset everything to 0,0,0 in UE and your scene will be exactly as it is in Max. Also, in 4.12 I believe you can export an entire Max scene…
Check if the mesh is actually defective (vertices or faces overlapping or twisted) or, more likely, if you are seeing the results of smoothing groups. (Zbrush doesn't used those, I think). Remove the latter or apply automatic ones with a lower angle threshold. You could also try to apply area/face weighted vertex normals…
You could try selecting it on the mesh itself (outside the uv editor) with loops and rings to get your edges then turn uv-editor on and you'll have them selected. You could also try texture tools plugin, maybe it has some selection stuff in there you can use:…
Nice one perna Going to editable poly directly and keeping intances. Cool. But you still have to collapse instances only and not together with the non instanced objects for things to work right. Turbotools has a smartcollapse script that will do the job. You can use afterwards the turn to poly trick on an instance to go…
I was actually pretty supprised the dogs fur wasnt a bunch of alpha. especially given how alpha crazy their engine was in the past with all the grass. overall im excited for both new consoles, but damn i hate those press conferences, everyone is so fake and scripted it ruins it. makes it pretty clear im being brainwashed…
Have you guys tried google hangouts or youtube live stream? Just wondering. The stream on my end was pretty good except tor was a bit hard to hear at times. I asked it in the questions but dont think it ever got answered or maybe stepped out but if it did sorry! Any idea when the scripting one you guys mentioned is taking…
The UV shells to smoothing groups script is called TexTools. I`m also using that :D Anyway, i finally managed to get a clear render under xNormal after i exported the lowpoly again. It "seams" that my bake was not the problem, it was the lowpoly that i first exported. I`m gonna import the new poly to Fallout and see what…