ok looks like I just need to merge the sub-tools down into a single sub-tool and export the low-poly version and then within 3D-Coat I can just create multiple UV sets and manually unwrap them as i see fit. If there is a better or easier way please share, I will give this a try.
You can build it as modular and use the merge function inside unreal and create one whole piece for that if you want. @Vollgaser since it's something that is not on their documentation, can you please share your researches with us? As far as I know, static meshes don't work the way you said they do but maybe this "common…
Thanks Marc! Really liking the shapes of those assets you got going in yours. Looking forward to seeing how that evolves. Also funny side note -- the golden deco door image you used as a decal/stamp on that new piece was one of the main references I used for my deco door sculpt. :smile:
Hi guys! I just finished making textures and moved to Unreal to merge everything together. And at this point I would really appreciate some crits and advice. Here there are my working screenshots. I plan to make blended material for walls and to add some decals. And I really need to make a new lighting setup.
hahaha ok, cannot believe this skipped over my head. Solution - Make a cube and sculpt it in such a way that it patches over the holes, merge them with the original object, apply Dynamesh, done! Wow...so simple. I'm at the stage with zbrush where...well..i know how to ride a bike but not change a wheel...type of stage.
Well, that would be great if I could model/uv/bake in Blender and merely have to export to Maya/Max to do the tool-specific work. I do however, do know Max. That shouldn't be an issue as that's what I learned first. I'd need some training if I were expected to use Maya or XSI though.
Interesting way of approaching this piece and it's always good to see this line of thinking in the planning stages. I'm curious to see how exactly you're going to be merging the external structure into the building itself. I'm working on a version of this myself and it'll be fun to see how they both turn out in the end.…
Oh I am not implying that other websites do not use cookies, obviously they do. I am commenting more on the choice of wording in the EULA. I'm not making a big deal out of it just that its holding me back at the moment. @zanQdo, I am merely pointing out which region the .in is associated with. Not sure how that is "funny".
It also lets you check if you have accidentally created faces with no surface area (e.g. extruding and not applying any offset) they show up as a line in vertex face mode. Although you can fix this with the cleanup tools or merge verts without having to actually see it. So another semi-useful use :P.
Hey Jerc, had another mess around in substance with fresh eyes, I figured out the issue... definitely just me being stupid! I had masking based on color selection applied to the materials so it may have got confused when i changed the UV's and thus the color selection :) Thanks for the response :)