Quick response while I wait for addonbuilder to finish doing its thing: 1) It depends, neither are inherently right/wrong. If pieces need to deform (move, animate) they will be separate pieces (like the trigger of a gun). If not it's usually better to merge but it really depends on what you're doing. Relevant reading here.…
To get a lowpoly with all the details of a highpoly (except the profile): 1/ Duplicate the high resolution tool in zBrush. 2/ Set the duplicate to its highest subd level. 3/ Decimate the duplicate in stages: 20%, 10%, 5% finally 2%. Its good to have a bit of resolution for retopology in Blender. 4/ Export the decimated…
Thanks, I'll be sure to read them! Gotcha. But if I have been using a single texture set instead of multiple ones, a 4k res should have solved the problem, right? It should not have mattered if I do multiple texture sets with 1024x1024 res or a single one with 4k res, the details should have been preserved either way. At…
I would probably do the text in Photoshop with the NVidia filter anyway, since it tends to be faster than trying to make text in Max bevelled/outlined correctly, plus you tend to end up with a better idea of how it's going to look since you're making the text directly onto the texture rather than baking it down (since at…
I think ZBrush can UV-unwrap your highpoly model. It's called GAV/GAUV/GUV tiles or something like that. But yep, usually the highpoly does not need UVs. You can use xNormal to render the normals. Only the lowpoly mesh needs to be UV-mapped ( usually, unless you need the "bake highpoly base texture" feature which is an…
Animation mixing is the harder part of this. If you want to fully blend between 2 animations, and not by parts, its still fairly straight forward. Hold 2 texture samplers for the data texture, put the original one in the first slot, and the new animation to the second one. Then interpolate the value. This will give you…
@Biomag, man thanks so much for the info, that pretty much sums up a lot of things for me. In regards to what I am trying to accomplish. I am making a game and the environment theme is a catacombs (not a dungeon, think Paris Catacombs). I want it to be highly modular so all the parts snap together like lego in the game…
You can save some tris, but at the expense of overall quality, and texture resolution, which is much more important than saving tris in most cases. Remember that every area that is simply intersected instead of merged, is an area that's going to give you ugly aliasing. So the more you can merge, the more you can get the…
What’s up guys, I’m currently working on a model of the Equalist biplane from the Legend of Korra. This will be a highpoly to lowpoly game asset,
fully textured, and hopefully I can get to rendering in UE4. I want to make this thread for documentation and critique. This biplane is a three-engine
bomber with a dieselpunk…
Hello guys, I am working on some modular stuff inside UE4. I have managed to create material, which I would like to apply to most static meshes. Now the texture itself is just a plane. It is altough created and baked in substance painter. Now I did create a master material in UE4, which isn't so heavy taking into account…