Hmm you might be on to something bear. I got it to start and error out with a DX message in safe mode. So its gotta be something loading with regular boot. I'm wondering if it could possibly be my AV. Will test on another computer tomorrow with same AV. (Computer Associates Anti-Virus),
I am accustomed to use custom normals rather then smoothing groups . Those groups rather complicate modelling imo. My geo and its shading look perfectly fine after import but each time I see that "no smoothing groups in fbx file" error. Should I care? Can it create some issues and smoothing groups are really necessary?
Again, your edges are not at 45 degrees. You should use the height to normal world units filter in substance or render some normals in something like max to get those 45 degree angles. You can also adjust the strength of your normal inside unreal but that takes some trial and error.
Progress Update: Wasn't able to finish it as I had to fix some blueprints errors the past 2 days towards the correct shape. Still need to connect the engine blocks towards the frame of the helicopter as-well as do the Rotor/inside cockpit which will all be pre-gdc at this point. Enjoy cya at GDC
Maya is a bit different. If you are using vertex color painting, set up your colors, explode the mesh like you are doing a normal bake, then export using .fbx to xnormal. The cage, or ray distance cant cross each other or you will get errors / colors in areas you dont intend.
Hi arshlevon, Thank you for responding. I am in projection mode, but when cloning it just seems blurry. I know that it's probably my own user error or inability to blend things well. Is there any particle settings that one should always use in order for better results? Thanks, Zack Dembinski
Bone driven animation is a lot faster performance wise, it only depends on your current project. If all time you will see the face of your character and the character performance needs to be top notch then the hybrid approach of using blends shapes might give you the flexibility, but the drawback is this: more errors are…
Hellu! So this weekend I've took some time to work on this guy, I'm pretty much calling it done as far as the hi-poly i concerned. Well unless you guys can find something ridiculously ugly or some minor errors that I can fix before moving on. :) auf Wiedersehen! ;)
So i've managed to finish the High Poly model and I'm now in the process of creating the low poly here's the finished High There are some errors mainly due to me not completely understanding some details in the concept, but overall i'm pretty happy with it being the first time i actually done anything like this.
So working on the test rig, a few errors on his left side ( our right ) working on the finger rigs now, and will add custom controllers and will be adding window wipers on the chest later. Moving on to texturing now. C&C are always welcome thanks ! http://www.youtube.com/watch?v=TynHEt2i2cs&feature=youtu.be