Can't see that as being efficient. This particular tech is more akin to a search algorithm...which doesn't lend itself to dynamic data. This is data that is being managed and organized in very particular ways beforehand to make the method of finding the right points to display as quick as possible. Certainly, an engine…
@Neox IMO your workflow can be done faster by just click the first edge, shift double click the 2nd point edge, and double click the 3rd point edge, and so on instead of firing another command. Anyway guys here's the latest build with changes log as follows: Summary of changes *Two concepts are applied to each StreamLine…
Well, if you know how to paint vertices in any app then you know how it's done already. The rest is a matetr of whether the engine supports it or not. We paint vertices in blue, and the engine then knows that it has to use the second texture specified in the material there, but again, i asked for that feature so it's…
Hello, I am a 3D
artist looking for freelance work and who works on a variety of assets including characters and
props. You can find my Artstation profile here to see some of my work: https://www.artstation.com/roman_dzikh I work on characters with a PBR workflow and have worked
with Unity and Unreal Engine. I primarily…
So i know this is pretty subjective and also depends on the work (i.e current gen vs. handheld), but out of curiosity what do most people consider the favorable method of presenting finished work in a portfolio, fully triangulated and game ready or quads? as i see it here are the pros cons' quads: pros: shows how good your…
On the left you see my texture in photoshop, high passed and even with the contrast lowered -50 twice I think. On the right you see the texture imported into CE3 and painted onto some terrain. Its actually from the map that comes with the engine, all I did was replace the texture of one of the materials that was already…
Hello everyone, I'd like to know if I can open an unreal engine project made with unreal engine 18, in unreal engine 16, is there any plugin that can do this, or it is not possible?
Yeah, could use a parallax shader or something. glTF has this design limitation of using a fixed-function shader, which is meant to keep it portable, and easy to implement. But that means you can’t really use a custom shader. Unless you tie it down to a single engine, then you can do whatever you want.
@Jumbee "I find it easier to use a bevel modifier on my low poly to make the edges smoother and bake it that way. That way I can just turn off the bevel modifier and i have an instant low poly, or turn it on to have high poly." Interesting baking with an active modifier stack? afaik they must be collapsed beforehand, well…