Making this thread out of curiosity as to how other studios handle engine exporting and importing of assets. I'm just curious as to how other places work. For us, the artists handle it through an exporter from Max. I heard of some places where all you do is save the Max/Maya file and it goes right in. Others where there's…
After a few months of picking at this and pulling everything I've learnt together, I finally made an ArtStation blog post about getting xgen strands into UE5! You can check it out here: https://www.artstation.com/blogs/leahmcewen/wBYX4/xgen-to-unreal-engine-5-breakdown-simulation-setup Along with the finished strand assets…
Just an update on some modeling that was changed for the tail and engine mainly... I just made the engine and prop bigger and redesigned the tail section so that the hull sloped right down to the curve of the engine. Then with the thinner tail and the bigger engine they both complement each other a bit more, or so I hope.
Pak: Oh yes, I remember when the canadian engineer's guild (I think) sued Microsoft for their "MCSE" title because a "Microsoft Certified Systems Engineer" does not hold an engineer's degree and is therefore not allowed to call himself an engineer. Apparently Canada is pretty strict when it comes to job titles.
while more for graphics coders, it also serves as nice overview on different aspects of texture useages in 3d engines. http://www.ozone3d.net/tutorials/glsl_texturing.php
I'm glad you have it fixed but I'd usually advise against making that sort of change in engine if it can be avoided. This is mainly because If you decide to re-export that asset the change will be lost but there's other ways it can create a pain point later (animation, using the source file as a template for other assets…
What engine are you using? I know it's iphone bust must engines come with a terrain maker were you can just paint the vertices the green or brown texture. A lot of it depends on the engine.