Looking cool so far - great ideas and reference for sure. One thing to remember as you go forward - Really focus on what objects have and give purpose to your scene. If it were me, i'd scale the size of the scene down quite a bit to make it more manageable. Focus on the objects you like the most and that tell the story…
also, make sure you're exporting with your pivot at the center of your object... if you're exporting off center this will have the potential to mess up your situation. most importantly try not to translate or rotate your object in zbrush... this can cause issues when re-importing your object as well. There are ways around…
Imports aren't needed in the CE3, but your exported assets must be located inside the Cryengine folder. eg. X:\location-where-cryengine-is-isntalled\Game\Objects\folder-name-of-your-choice\assetname.cgf The .mtl file will be stored in there too, so if you search your material file in the material editor it's located under…
Yeah, it's a PITA for sure. Here's a workaround: All objects should be Editable Polies. (The ones you are attaching can have their "edit normals" modifiers left in the stack, but the base should be Editably Poly for all.) Each and every object should have or have had an "edit normals" modifier in it's stack with at least…
Everything I've heard has explained that neither object- nor world-space maps can be used on deforming characters. Apparently you can use world-space maps on objects that rotate (which are then termed "object-space" maps tho they're the same pixel data as world-) but that's about it. Jay, I'd love to see an example of a…
haiddasalami: Cheers mate :) I will model them since I would like to do HP as well; can't stand stairs with simple tiling textures. mikezoo: Thanks :) I was thinking of using a mixture of tilable textures and objects with unique UV coordinates. Personally I'm not too worried about the texture resolution, but the repetition…
I got the same problem importing a FBX from Maya... Reason was about Uv set : some of polygons from my object was not attached to the second Uv set I created in Maya... Object was the result of a combine with multiple objects and some with a 2nd Uvs set and some without... ... and it will create the same error in 3dsmax…
it does seem like a high rez texture for something that would appear very small in-game. Really you should be aiming to match the texture to the largest you will see the object. So if the object is only ever going to occupy 128 pixels high on screen, you texture can be around this size. If it's going to be a handheld…
Ok I just tried with a dummy object. First of all, if you've ever deleted history on your object (anyone confirm this?) you won't get a colorPerVertex or createColorSet node as you run the script? I couldn't find any way to get these nodes exposed or recreated on my models, only on a brand new dummy object which I had…
I wasn't sure if he wanted an explode-type effect, or a cross section. For the explode I was thinking modeling everything separate (screws, bolts, etc) and just having things translate apart. For cross-sections, I was thinking booleans would easily offer a lot of control* choosing what gets clipped; peel back part of an…