Thanks for your reply. What I mean, is when I importing the mesh into UnrealEngine, its clipping. But when Im thickening the mesh, it dosent clip. I want to find a solution on this, without having to extrude every mesh I model.
A little fun stylized fish. Discover more: artstation.com/artwork/RyxwXy Subscribe & Follow: linktr.ee/yulia_belyaeva The concept is mine 😜 Software: ZBrush, Maya, Substance 3D Painter, Arnold Renderer, Character Creator 4 https://www.youtube.com/watch?v=85OTWsgRTtA&hd=1 https://www.youtube.com/watch?v=5Ju8P32iDfM&hd=1…
"That sample scene is 100gb but with lots of mockups of the same props" Yes but a majority of that was not nanite meshes...the texture data was far larger for instance. If you believe the developers, the nanite data on disk was 16.14gb in the demo. https://www.youtube.com/watch?v=TMorJX3Nj6U&t=4300s&ab_channel=UnrealEngine
[ QUOTE ] You know what my favorite feature is? The F button. So much fun. I can see it being useful somehow in a tactical situation if properly executed. [/ QUOTE ] yeah that's been a staple for the unrealengine 1.x games, glad they brought it back
a texel is just a texture pixel, from there it should be self-explanatory, it means you have 128 pixel per foot, the thing with per foot is... what is a foot in unrealengine? all unreal games i've been working on have been working in somewhat abstract unit system
I forgot something ... The UnrealEngine does not like not triangulised objects, so you'll have to triangulise your model when you export to the UnrealED. You model will become something closer to 6.5k and 8k triangles. (don't have too many of these runging arround the map). Etienne
You need to be connected to GitHub using your UE4 account logins and then grab it here: https://github.com/Allegorithmic/UnrealEngine Find here the instructions to get it working (sorry for the process, this is the only way to go for now because of epic's requirements):…
I suggest making a comment/request about it here: https://github.com/EpicGames/UnrealEngine/pull/5463 It`s the only way Epic will know there is a demand for it (technically they are too much locked in with Fortnite and working towards their aspirations with raytracing to care much about real world problems like decals ;))