Is it based on the number of objects/subobjects on screen at any given time. Off-screen objects are culled based on their bounding box. Also, keep in mind that object shadows cause additional draw calls, and depending on which renderer you're using- you'll get additional draw calls for depth/normals pre-pass. You can use…
I have yet to thoroughly test the newest version of the tool on 2016. I tend to be weary of updating to a new release immediately. Also, Be sure to set your fbx version to FBX 2014 as well, I don't have the tool set to do that, yet. I'll try and see what I can figure out on my end. Are you exporting with or without…
The ガルーダ(Garuda) Y-HOP Light Human Operated - Projector SMG is a light weight projection weapon. Built upon the Y-FRAME modular base system this body can fit multiple uses, but is usually restricted to short to medium range. The Gold plates on the side are where the Neural Uplink Modules reside for different systems. The…
Just to be sure. You are making those "hard" edges right? Looks like all of your edges are soft and you've got a 90 degree angle producing that weird shading. I'm a Maya user but I assume that you want something similar to the right object in this screenshot: http://i.imgur.com/EHSs74A.png Same View but with Hard Edge…
Very nice resources here. Also if you happen to live State side and whether a feasible option for consideration is to purchase a replica none lethal (metal) or even full scale model (plastic/resin) weapon, enabling 'hands on' tactile familiarity with their inner workings either through stripping or dry firing, that I…
This is Maya? Or 3ds Max? For double-sided models like this, for a game engine, you'll want to manually create the backfaces. You don't want a shader to duplicate the faces automatically, because usually those new faces will inherit either default vertex normals (and thus not work well with your normal map) or else will…
I don't care how much more limited modo indie was in the past. I care about now. Instead of just locking off portions of the software an indie won't have the capital investment to use, the foundry chooses limitations that indies will have to actively workaround. Keep defending the roadblocks though, it's very amusing. Why…
Hi guys, Heres a pillar for the interior of the ship, there'll be 2. Its enclose so it can be walked across, however the ship wires go through them so when any maintenance is required the handle is twisted pulled up then the panel flips up, from hydraulics pull the rest enabling access to the more important parts. I'm an…
I have been creating a substance to manipulate at run time. I created a variable and tried to update it in ue4 through the blueprints and the textures dont update until you physically enter the substance instance, click on the variable then click off in the substance instance, the variable has been correctly set by the…
It's been a while since my last episode! Been a bit busy at work. :) But here you go - a new one! Episode 19 - Women in the Industry. This episode I talk with a few of my BioWare Austin coworkers: Lisa Garrison - Senior Project Manager, Toni Phillips - Associate Project Manager, and Jackie Marroquin - Associate Project…