Hello! So me and a group of artist want to start a Game Environment project in Unreal, As individuals we all have experience in the Engine. But we never used it in a group scenario. So first of all i was wondering what to use to merge the project ( SVN, Perforce, etc) and what are you experiences with the different tools…
So now I figured out that the only way that I can get each bone to animate, is if they each have their own modifier. Does anyone know how to merge vertex groups so that I only have to use one modifier? I tried merging the bones in edit mode and they are all joined from object mode. But, that did not seem to do anything.
but how do they work exactly, in which program and how do they help?Because the base for the head will be the neutral face expresion which they will retopologize (and model the rest/back of the head) and then they will merge in gradually the rest of the (hipoly) expresions and they will "sculpt" or somehow try to merge…
Maybe you have some holes or your mesh are not fix (you could adjust it on one click troughtthe geo menu) A suggestion to fix it would be remeshing the legs a part and after merged with all. Another tool I suggest to use (when you have merged all) is REMESH BY UNION (you find it on Gizmo opzion). This option sews all you…
One of the faces you've selected in the upper picture appears in a different color. I don't have MODO in front of me right now but can you check that: 1. there are no flipped normals 2. no split edges (use merge-tool and increase merge radius) 3. no multiple faces ontop of each other? Are you using Seneca's MODO scripts?…
Thanks guys LotekK -- yes i'm going to be releasing the source code for this. tom.drin - The script works by having the user select their already made leaf meshes... these meshes can have an edit normals modifier on them and it will work just fine. When you bake the tree, i'm not merging any meshes at all, everything…
There's probably some automatic vertex merging going on here, either during Maya export or UE import. The Maya screenshot suggests that you are splitting the model at the edges where materials meet, in order to apply colors per-part. That is of course a very valid way to go at it, but any vertex welding done after the fact…
I'm guessing you are talking about Substance Painter. There is curently no way to merge multiple texture sets at export time. Texture Sets are meant to be separate materials with each their own UV set. If you have multiple elements that will end up on the same UV set, you should not separate them in multiple texture sets.…
So I was playing around with Uv's lately... if you try to merge objects that have their UV's on seperate UV maps, it causes this crazy. My solution was copying my UV's to a single map then merging the objects. I've also come to a complete frustration that working with multiple UV's for multiple objects in Maya is a…
@Eld Thanks a bunch for the response. Yes, in the above example I tried both those tests with another model that had the geometry completely split (the polygons were seprate), and another test where the verts were merged but the smoothing groups were seprate (hard edges), and a final test where the verts were merged and…