Haha. I'm stuck in the future where there are 32K textures and black mirror shit. Unfortunately, it's not here yet in 2021. ;) Yup textures are big memory hogs. It seems to also matter what the size of the object is going to be. Like you wouldn't texture a large object or character with a 1K or lower resolution. The…
I would say you missed the most important part. The Blockout. A "fast" version to nail the Proportions and Shapes. This is the first step to get approval form the Art Director or Lead. In some Studios is called a Proxy mesh. This mesh is also used the create the Lowpoly from. Not everything needs a retopo. For example if…
1. Blending the materials using vertex color or other parameters is faster in terms of iteration compared to baking unique textures. 2. You have to reuse as much materials and textures as you can in open-world games. Otherwise, you'll hit your performance budget a lot quicker. The workflow above allows the artists to use…
@spudnik check the following: 1) try baking with object space instead of bent normal because even the difference is not visible the information is different on these bakes 2)verify if your object space was baked in x+ y+ z+ 3)if you're using maya check and see if the model is unweightened 4)check the retopo to be clean and…
Yea found the hat concept with the clock online. It doesnt work, at all, doesn't even have the hands. Text me to let me kno when u will be at school so we can meet. And yea Craig is making everyone do steampunk objects from a website we found and gave us the objects to model. The hat is just something extra I'm doing.…
Only two mice survived the travel through the ducts - Mr. Ages and Johnathan. It was Johnathan who figured out to climb through the final barrier and how to open the grate. Like Ages he needs to appear intuitive, curious, friendly and generous. He doesn't know how to innovate with every object he picks up yet, but he's…
This took longer than I had expected to get to the next stage, but I think the projects is on its way. Next stage is basic texturing and refining the placement of objects / terrain. I'm putting most of the modeling aside in place of moving on, but i'm not done adding objects yet. Things like wires, ground clutter,…
Just model it as separate parts as it would be in the real world: 4 legs and the tabletop. You don't need to complicate it by trying to stitch the geo of the tabletop to the legs. They don't have to be 5 objects, they can all be elements of the same mesh. It won't matter in UE as it's still just a single static mesh. Even…
@GED/3DLee - Getting objects into skyrim works as it did in oblivion, main problem is the new compressed collision format theyre using now. AFAIK you either have to use standard box, sphere etc. collision, or copy coll. from an existing object ingame. Theres also a "hack" which doesnt use the compressed coll., but its not…
While a physics asset helps to cast shadows on other objects, you still see shadow/lighting on the mesh itself normally. Your mesh is totally black that's why I was asking if near it was working correctly because the shadow quality for dynamic objects (such as skeletal meshes) change based on the camera distance. Also I…