Norman, that's completely awesome. I've managed to get the object-wise Unreal<->Max sync working, but that viewport sync is fantastic. C++ dll plugin thing?
^ Very interesting/cool approach. Is that automated right now for the spline, or did u create it? It seems like it would be quite challenging to get it to automate that properly.
AssetGen addon for Blender (free!)AssetGen is a free addon that automates the tasks to get a game asset ready for video games from an High Poly model. While it takes several hours to get an asset ready from an high poly, this addon does that in a matter of few clicks. It is ideal for all your static assets. It is developed…
Ah interesting. Is there a reason the brush buttons are spaced the way they are? It seems like like you could get a another row and a few more columns in there if they were closer.
Well that looks like another fantastic tool ! Very curious to see what kind of results one could get out primitives that are as optimized/lowpoly as possible.
could add it as custom attributes to something that doesn't get exported, like one of the default cameras? Then there's no crap nodes floating around either. Haven't tried it though.
Sorry for spamming this thread ^^ Made some progress on the script.We're getting closer and closer to the release and most bugs on the previous versions were solved :) http://i.giphy.com/l2JJslUa5iQlumMnu.gif
fixed the shearing (sorting poly groups not faces) still get the oddities with material ID https://youtu.be/KMeMbh3U8U8 works well enough to help with some prototyping
It wasn't that hard actually. I just used the MeshProjectIntersect I believe, to get the closest point on a mesh and go from there. It stores geo info in Voxels to get positions fast. On a side note, i've been working on some retopo tools to put into that UI. Doing the Edge Extrude was a sob, but I got it like 95% good.…