Right, but that's largely irrelevant though ... Once the OBJ/mesh is imported, one has to work with it :D Shaving off about 2 seconds of export time is not what's going to help with retopo.
Just an Update for the Forums we now have 2D Concept Artist 4/4 3d Modelers 3/4 3D Character Modelers 1/3 Rigging Artist 2/2 Animators 2/3 Programmers 5/5 Level Designers 3/4 Sound engineers 1/2 Writer 2/2 Dialogue Artist 1/2
i retopology the 2 previous weapons and did some texture , i need to improve on tetxture i felt like im only adding material and smart mask and nothing else
It's has been over a week or 2 and the final official company logo has not changed. Big Brother Software logo is LOCKED !!!! I'm committed to name and logo.
I'm still a bit confused by the care-free "polycount doesn't matter" attitude of Nanite. I know it performs amazingly well for static meshes, but I can't wrap my head around the logistics of importing 5M-poly meshes into UE5. 1. If you're importing ~1GB+ FBX files into UE5, wouldn't that be impractical just for syncing…
losing motivation to create my car art and car models which i've been trying to do for a minute now...just now started seeing progress with 3d. But if a machine can spit out 20 ideas in 2 secs that makes me like obsolete i guess. I'm in drafting school (AutoCAD)
A few updates on this one, with USD in Toolbag 4.06 this is now easier. 1. You can export a copy of your scene as USD and import it into another scene 2. USD supports all of the light types in Toolbag, including the Sky 3. If you export USD, the sky HDRI image will be saved out - useful if you need to extract the sky to…