I had the same problem with Maya, the solution was to split the mesh into one mesh per material and put these into the right order in the outliner (which determines the order of the mats in the fbx file, i assume). I dont understand, why Epic uses Material IDs (which Maya doesnt have) to index Materials instead of the…
Those are IK bones, used for procedural animation in the engine. FK chains sometimes drift away from their expected position, for example when holding a weapon with two hands, so IK bones are used to ensure they stay in the right location. There was a presentation with the Fortnite developers talking about their animation…
i had a look again and found that it's a setting within the scene (provided by epic) - there's a bunch of postprocess volumes in there and one of them contains a left-behind DOF setting. i'm still not back to nice looking anti-aliased viewport that matches the asset view like i had it in 4.12 but at least it's no longer…
I wrote on the Epic forum and apparently the problem is a bug and can be fixed by changing "bCombineSimilarMappings" to False in your BaseEngine.ini http://forums.epicgames.com/showthread.php?p=28031989#post28031989 It works perfectly but I don't know what kind of imact it has on performances. In the BaseEngine.ini there…
25 mil? what I can barely get 300k to import/run properly on similar specs, no idea how it would handle 10 mil let a lone 25 (though I saw some of those epic renders, no idea how they got that in max running well)... maybe something is wrong with my software...hehe
The tech I used at my previous job allowed you to make multiple states. So if I had a pillar, I'd give it HP, then as many states w/fragments as I wanted. I think it came from Epic and was modded in-house. I was pretty bumed when I installed UnrealED at home and it wasn't there.
So many petitions so little time! I feel like I've really contributed to something though and will be warm and fuzzy all day. Rage looks like a sweet racing game and I really don't care if it has gore or not. I'm looking for epic megatexture vistas and top notch Baja style racing action.
How much resolution you need depends how you presenting it. Post your uv layouts and the experts can say if you doing that efficiently or not though. Twelve materials does sound like a lot. I think if you download the free paragon characters from epic you will find most have two to five materials per.
would be nice if they just showed the game, not some outdated looking wannabe-epic render trailer. xcom was a good remake with only a few minor annoyances. shame they are not doing terror from the deep as the successor though. that was darker and more complex than the original if memory serves. glad if they just skip…
Thanks for the info. I wasn't 100% happy with the deferred mesh decals either when I tested them last time, unfortunately that topic doesn't seem to be important for Epic at the moment. What kind of decals are you using on the final version now? I don't fully understand that part, do you mind explaining it a bit more?