Thanks for the tip! I tried that, and it’s definitely better. I might still use some roof assets to add a bit of extra variation along the edges. I’m also working on a trim sheet for the wooden parts, such as beams, pillars, etc. Wood in No rest for the Wicked: I’m not a very good painter, but I’m trying to replicate the…
1. UE4 uses 1's 5's 10's 50's 100's, they moved away from powers of 2 for some reason, UE3 was 2, 4, 8, 16, 32, 64, etc. 3. Multiple materials means multiple draw calls, you really want to keep that number down.
I have Firefly on a second monitor while I'm working because Destiny 2 is dying and there's no D3 Goddamn the chinese is terrible though. Did they not have a dialect coach while filming these?
sacboi said: Hah, I'm pretty sure that's the opposite of derailment. I would gladly spend three months on that, and I'd love every second of it. If a professional spent three months on that, they'd get fired ;D
So Tim Sweeney basically said no big new rendering or graphics features. Merging UE5 and UEFN. No more Blueprints. UE6 early access late 2027, full release 12-18 months later. But there's a new version control system called Lore. https://www.unrealengine.com/news/the-road-to-ue-6 Really nothing interesting for game artists.
Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly. My current manual…
This year I'm working on a collection of Aliens ready for games. I wanted to make one from each universe I like; Star Wars and Star Trek already have theirs in progress, and I'm thinking of doing something from the Alien franchise in the future as well.