As for your question,which of the above showed methods to use: There isn't that much difference between the two of them, especially time-wise.(I remember dimly though that there is no shift-cloning edges in maya, so it could be different there.) You could have built the very same light mesh that you got with the…
Hi, A new version has been released. In this release we have cleaned our HDRI support. Right now we support almost all known HDRI formats - horizontal and vertical crosses, angular maps, latitude-longitude and DDS cube maps. Also because of numerous requests we have finally finished soft shadow maps for directional lights.…
Yes, they follow the vertical line. But my point was that the grain should run up to down and front to back, rather than up to down and left to right. The AK has it rotated the way I was saying, whereas the Mateba (both the old EQ and the regular version) have it 90 degrees around the vertical axis from the AK grip I…
Good UV's are when the shells give proper texel density to the model (high TD on things that are very visible, close up to the camera and so on and low TD on things that are rarely visible - such as the underside of a car). Good UV's utilize all the available space on the texture map. Good UV's have proper spacing between…
Someone that's seen the source code of Unity should be able to tell (off the record of course, because of NDAs). You could also try asking the author of that Mega-Fiers plugin if they know better about the Unity internals. Based on this ( https://answers.unity.com/questions/1578678/performance-impact-of-blend-shapes.html…
@poopipe That is a great idea ! I did what you said and... the results were kind of interesting. I appears that I was wrong in my way to debug vertex colors. The precision is lost at import in Blender and UE4. Also from Blender to 3dsMax. But it appears 3dsMax to 3dsMax is the only way to keep the vertex color at full…
Looks like everything is good but, what was happening is that snap tool your using. The snap tool in this case snaps to vertices. it does not matter if it the object you working on or another one (the one you were trying to cut into it. This is great BUT, Unless those vertices were aligned EXACTLY (not close) to the…
If this animated border can change in size (it might be animated, or it might appear on different occasions framing different pieces of text), then I would consider using procedural geometry -- a mesh that's created in programming. If you think of each round corner as a quarter-circle, all corners have the same geometry…
Can you have more complexity to the current shapes than the current straight hallway and square rooms? In my opinion, adding complexity not only to the shape of each room, but faking verticality would go a long way. Right now to me it feels flat because everything appears to be on the same plane. Adding a fake staircase or…
I remember someone on here made a DDS file that had different rainbow colors for every mip map level and it helped a lot in deciding what your general texture resolution should be by considering the average view-distance your model would be viewed from. Like Rurouni said though, a lot of the time LODs are used to cut…