Hopefully you've taken a breather, it seemed like you were getting pretty stressed out and wasting lot of energy on posts. If you put half the energy into figuring out your problem that you did into posting, you would have 1-2 test cases up and running and be well on your way to figuring out a workable solution. ;) 1st…
I haven't used it since the November build, but here are some of my notes from back then. Be aware this might be wrong now, as the Landscape system was under heavy development at the time. * The height map creates the terrain shape. * The alpha map creates a mask for the layer. There is a different alpha map for each…
@jdellinger98 Glad you're making progress! There's a number of ways to approach the texture baking on this. Again it's a case of what makes sense for the project. How you set this up is something you'll have to determine based on your software pipeline and how you want to texture it. There's been a lot of good advice in…
Sounds like you want a general mini-tutorial on UV mapping. Incidentally, I feel like writing one. I've only done this in Max, and the latest version I've used is 5, so this may or may not apply exactly to what you're doing. But the idea should be the same. - Open up the object you're texturing. - Create a procedural…
hah! - misunderstood. Gatekeeping doesn't even come into it. Many(most) studios will see this as a part of the required skillset Encouraging newcomers to develop required skills is constructive, telling them its a waste of time is destructive. In this case, It's just simply a good thing to understand because it will make…
You can't really judge the light intensity by whether or not it looks correct in the viewport until you expose for it. It being white is expected because you're using a much wider range of intensities that need to be accounted for. You can increase max exposure value to something really high like 10,000 or just enabled…
Thanks for the advice all! Thanks Mark. All the other wall pieces will align nicely to the grid, but it's only this single piece. I'm working from some reference images and I'm trying to keep it pretty close to the reference (this is going to be for a VR experiment so I'm hoping to keep the proportions accurate, or at…
Prefabs and more texture adjustments! Hiya guys! Been adjusting some textures and building a lot of prefabs this week! Definitely focused more on the prefabs and adjusting models and building some smaller stuff to give them a proper test, and had a lot of fun doing this! @Ged Thanks man! Materials are looking allright for…
What makes an engine capable of "open world" levels is having a good LOD system, good streaming system (for everything), and most importantly it needs some way to avoid float accuracy errors. Object positions are generally stored in 3 float variables in games. The way floats (floating point variables) work is the bigger…
I guess it's a good thing that the premise of your argument could basically be summarized as "more hours = more better", which is not specific to FZD, because we do actually have some evidence on that. Even assuming the number of hours worked was the most important factor to a persons development (which is probably wrong)…