Anybody know what this is about? It looked fine when I placed it but after building lighting on Preview quality (For 40 dang minutes!) it came out like this. EDIT: I think it might be because the origin is below the terrain? Is there any way to fix that other than having the grass floating?
generate a random 2d vector and subtract it from the final position. multiplying that value by a float will set how far these random offsets can take the building relative to the original location. but. im not a blueprints manual man, use your brain please :)
Hey peepz! Im working on a modular environment set and need help. I have my sculpted high poly walkway and have the low poly version. Now I realize that having individual stones would be unnecessary polygons as they can easily be baked to a flat plane and only have the parts on the side be actual stones with the part in…
You might find something useful in this example package here: https://github.com/Unity-Technologies/UniversalRenderingExamples/ There's a scene with floating crystals that look like they might be close to what you are looking for. And if my memory serves me right it uses a shadergraph shader.
Like poopipe says you can hack the blending of the handle by floating it over the bin. If you flare out the open edgeloop at the base of the handle you can trick the baker into baking what it perceives is a continuous surface normal. Like a floater.
Looking good! Maybe the table is a bit more square-shaped in the concept but that's a detail. I was starting to think about how to approach the panel details on the couch and elsewhere and I saw you already had it covered in your blockout, is that floating geometry?
Materials don't look like real materials to me. Like sword hilt is super shiny and most armors' texture seem random. Do those armors have thickness ? Armor also seems to float above the character too much.
currently trying a two layered clothing piece i found pictures of on the web - despite using parallax maps it's completely annoying to get some depth into it. looks like it'll need extra floating geometry to get anywhere near the reference.
A video of this would be great. I remember waterworld the film, one of my favorites. I can imagine large floating bases or oil rigs where you could go and explore receive missions etc. The ocean looks super real.
One thing to note, Quixel is our company, not our product. 3DO only throws that black error when meshes have no UVs. The precision was likely not high enough for a floating point UV interpolation by the software. Glad to see you've resolved it!