Only problem with raid1 is that it's not selective of what you want to back up, it's all or none, wasting space which is a premium with large files. But good if you screw something up. Just pull it and rebuild.
Hey there, I've created a Marketplace product in Unreal Engine 5, but now would also like to make it available for UE 4.26 & 4.27 users. Is there any easier way to convert that than just basically rebuilding the whole thing in the older version?
Hey this might be a dumb question - but when you build your level in maya first, whats the workflow in getting it into unreal? Do you just rebuild it by hand in engine or are you transferring transform data somehow?
Ok thanks for the reply darbeenbo! Im just trying to rebuild lighting with unique uv's on my static mesh's. Does having unique uv's cause lighting to take MUCH MUCH MUCH longer to build?
UPDATE so I brought the problem to my boss and he basically told me the method my professor was using is way out of date, so long story short i'll be completely rebuilding the game.
That seems to have done the trick. Looks like it's got to rebuild all the thumbs again, which makes it a touch laggy while it does that, but the sbscooker isn't going nuts, nor is SD locking up. Thanks!
worked on 3 new characters: one of beeing a rebuild of the first little girl approach- this time with a cleaner UV and some fixed areas. The biggest guy is a guard and the texture was not done by me. Textures are still in progress
Try deleting the standard master material and allow the script to rebuild it the next time you export. That might resolve this for both of you. If it doesn't, send in a ticket to support@quixel.se and our devs will look into this with you ASAP!,
An update after I decided to trash the original frog and rebuild him. Although I'm still not happy with how the mouth looks - I'm struggling to get a smooth look like in the original concept. Any suggestions?
Implemented the most simple of interfaces for SimpleObject2 class in max called IVariation. And all it does is invalidate the mesh forcing max to rebuild it. So now if you add any kind of random variation in your object creation this can be reflected in the creation process as a test I randomized the height segment in a…