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…
Hello all just need some advice on uv maps for this vehicle as I've not baked a single object at this size before. I've currently got it on 4 maps which to me seems excessive. 1 large map for front and inside. 1 large map for back gun and crate, 1 smaller map for underneath structure 1 small map for wheels. I would be…
err you have 8 posts. 5 of them are replies to other threads. 3 of them are threads you started. Of those three pieces you've posted. 1 has replies. 1 shows no images, which is probably why there are no replies. 1 shows a car that's not all that hot. If you don't get replies one of two things happened. 1) You did such an…
// tkColorToNorm by throttlekitty// Gets Vertex color and applies it as Vertex Normal.//// Usage: Apply an Object Space normal map to a high poly models' vertex colors via the Paint Vertex Color Tool.// Select vertices and run tkColorToNorm.// **This script temporarily turns of undo functionality to speed it up a little.//…
Hello guys, the game engine does not darken anything. Unreal 4 is 1:1 between Photoshop and in game, if you make any colour in Photoshop it gets into Unreal exactly how you see it. You can test this by importing the texture as sRGB on and then switching the viewport to base colour mode and sampling the colour. If you make…
Most of the images are small, and all of them seem to heavy quite heavy JPG compression. The terminal, for instance, could use a close up version of the screen part, as I'm guessing it's for a FPS and the player would walk up quite close to it. And the engineer sculpt has a 'close up' of the face which is not even 100…
best way I can suggest is to scale real quick then open you script editor copy the scrpt: Now past that script into your mel bar to edit it scale -r -p 0.243148cm 1.618771cm -0.562163cm 1 0.921207 1 ; undo then change the script: since I want to scale to 0 in Y at the end of the copyed script you will see 3 numbers with…
Finally someone who actually understands how power supplies work. I'm so sick of hearing people recommend 700-1000w PSUs when the computers people are actually building only will only ever draw 1/4-1/3rd of that from the mains... BUT WHAT IF I WANT TO TRIPPLE SLI BEEFCAKE VIDEO CARDS PLUS INSTALL 12 NEW HARD DRIVES LATER?…
Instancing within a model will only help with the items perfromance in your 3d package. That said, making duplicates of repetitious items can help when it comes to uv'ing as it can save you time/texture space. Once in game it will be recognized as 1 mesh unless imported in pieces. Tri count for your portfolio is your…
Nop, that's perfectly fine. You could off-set your shells vertically too, in order to keep the uv's more manageable, but there's really no problem at all with offset your uv's outside the 0-1 range. The 0-1 range is simply there to show you the boundaries of the texture itself. However, naturally you can not add unique…