just reading the title and took a look into this since a group of students at my university was trying to implement a 3d cloth online shopping store in flash. there seem to exist flash 3d engines that load some special XML format containing vertex information. since the xml is loaded from a seperate file you wouldnt have…
Are you trying to use lightmaps on your static meshes? If so, then UV channel 1 (0 in UnrealED) needs to be 0 to 1 non-overlapping. Also a setting of 0 means vertex lighting. You can double click the mesh in the Generic Browser and set the lightmap resolution as well. Maybe you clicked one too many checkboxes and have gone…
Assuming you can use whatever technique you want (custom texture excluded), I'd go with vertex blending. If you only want to have 1-2 broken walls then i'd maybe even think about using a custom texture, you could even use a tiling texture on the not broken part and then make a custom strip with the broken look that blends…
notman, i guess that can happen and low frame rates, will fix for next release. pior, sorry i will be sure to add ingame audio options. I am working on a new cellular grid thing. Details are still hazy even to me :P but it will be used to store "energy" which is dropped by enemys. You will then accumulate the energy as you…
Hey I have a problem with baking my normal maps, I have a problem at the UV seams. I exported from Blender with smoothing from UV's and baked it in Marmoset. The normal problem is also visible in Marmoset. It's a very small error. If I look at the model in the final size, I'm not able to notice the problem. Though I would…
I'm using Blender to create this. I'm just curious of what the issue could be? It's nothing I can't easily recreate though so no worries if there's no answer. The normals are the correct way, I've tried creating the edges by hand by using the vertex around the edges (it does create new edges- but the face is still…
Ahh you are not talking about a specific mesh. My bad! There is a technique known as Megatextures, for example in Rage, but I don't think anyone uses this technique anymore. Nowadays, a combination of different techniques is usually used. For example this structure is 70 x 50 x 18 meters and uses custom vertex normals on…
Hi ! Sorry for the late answer. Thank you for your comments, I really appreciated it. I'll will work hard for my next environment/object and i'll try to add storytelling to my environment but before I want to work on technical skill (like for my sewers where I had to learn everything (UE4, Trim Texture, Modular…
@lucardo Keep in mind that the topology needs to flow in this way to deform properly. You currently have the blue part on your mesh go all the way to the hips when in actuality they should only go to where the crotch meats the leg. This mesh Im showing you here is meant for in engine use and is intended for good…
Here is a little update. I am not absolutely happy with the result and there are still some adjustment needed. But I'd like to know your opinion. Is it getting any better? Fixes: 1. Re-modeled stairs, fixed dimensions, added breakage. 2. Moved 3. Lamp, photo frame and flower pot - fixed the dimensions. 4. Added cracks and…