Hi! For official information, look for the documentation: Paint Vertex Colors Tool According to that article, it's possible to store vertex color on nanite-enabled assets, however it's not possible to have unique vertex color per nanite-enabled instance. So you could store some information/ masks in vertex color and do…
If not enuff memory and If deleting all history anyway... How about transfering the pnt animation to a duplicate? if yes save following code as cly_bakeVtxDuplicateTransfer.mel select poly object and execute like: cly_bakeVtxDuplicateTransfer 1 substituting 1 for the desired step increment for keys ( integer fer now ) //…
you don't have any materials applied to your mesh. All the meshes just have 'lambert1' applied to them (see image). You need to setup the materials in Unreal. here's some info: https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/IntroductionToMaterials/
Been awhile! I wonder what's happening here these days.. Just thought I'd try to be active more online. Let's start by this tribute to one of Final Fantasy’s most iconic characters, Ifrit! Finally finished a personal piece after what feels like forever! I shared a bit more info here. Hope you like it! I had a blast working…
We can't embed youtu.be links, they must be the full youtube.com URL, more here: https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#tricks
did the GUIs EVER look right? You can try going one step further and deleting the .ini files that start with UDK.. AND the .ini files that start with Default. The default ones can get autogenerated too, but it's a bit more nuke-from-orbit if you've done any unrealscripting or custom modding.