Hi can anyone help me with a script that can delete anything based on the selection level? Currently I've binded ctrl+backspace to one of my extra mouse buttons (because I cant bind it to another hotkey apparently without the use of a seperate hotkey program) and use the delete key for deleting everything else. But I'd…
Hey everyone, I've spent the last few good hours researching lightmaps for UE4. I have found some useful info such as: 1) UE4's compression algorithm for lightmaps is using a 2 pixel border for interpolation so you need padding... 2) Your islands should be (as much as possible) be perfectly aligned on the grid. 3) For…
Hi Polycount :) I've been brooding on this for a while, can't find anything helpful on Google and set up my own tests... Main question: What is heavier performance wise, using multiple tiling textures or tiling planes with a texture atlas? I will try to explain both methods: 1. For 6 walls (subdivided planes) I use 1 atlas…
Hi all, I asked a similar question to this not too long ago, but I just wanted to double check on something. So when you are using a reference image to build a 3D Prop for an environment, if it's something that you are trying to build that actually exists in the real world, should you try to take as many reference shots so…
1. Move the mirrored shells +1 out of 0-1 space. Mudbox hates direct overlaps. 2. Not sure, but try subdividing it without smoothing and see if it helps.
Check out more renders and info at http://smessierobjects.com/folio/furiosafan/. Here's a fan art game character of Charlize Theron's character Furiosa from the film Mad Max: Fury Road. I've worked on and off on her for the past few months, applying new techniques learned from ongoing freelance projects this year toward…
I'm not entirely certain that we are talking apples to apples. I'm not suggesting to make several separate models. The methods above will all output a single model with one bodypart, one batch, one VMT. The SMDs look almost identical accept that the skinned SMDs have more bone nodes. The compiler prunes the unused bones…