This is one thing I've learned. With the wall on the inner side of the pool, I made it into four pieces, then exported two (front-left and back-left) which could be instanced in Unreal to the right side. This way in keeping it in four pieces (or 8 or 16) it will line up in square shapes, since a circle can evenly divide…
I thought about doing it that, my change to this plan was based on leaving the exit path clean for easier texturing. The Unreal "gymnastics" is what I'm concerned about. At the moment I have the floor combined as one object with all vertices collapsed together.
Whoops, not world space projections, using world space coordinates for variations though is helpful in a lot of situations. 4 channel blending uses each vertex color channel to blend. Red channel would be one texture, all the way to the alpha. It's in the Unreal documentation.…
Finally in Unreal! That's quite a relief :poly003: However, as you can see in the 3rd pic the walkway is too narrow and this is after I painstakingly placed the circular modules in a circle by hand. You can see on some how I modeled in some grooves and overlapping end pieces to deal with the issues I was asking about in…
Update with a question. Can you not lerp constants or roughness? I have a mask separating the leather part of the bench from the bottom, so I set up the same thing in the roughness. Edit: I got the roughness to work with one value being a bitmap. My new question is how to combine a baked normal map with a normal generated…
I'm very happy to have fixed the issue without "too much" trouble. :\ Fortunately Unreal's scaling of multiple objects at once works well. I also thinned down the dividers between the walkway and the inner pool. The plants aren't in yet as they will be a new challenge for me. I plan to deal with them later after the bulk…
Thanks. Here's a shot at another type of plant. I took a thin cylinder and surrounded it with leaf cards. I took that stick of leaves into Unreal and instanced it several times to bunch up as a whole shrub. On a side note, how do it fix textures from lowering quality from a distance? Edit: Another thing to share about my…
Question: How do you (or do you) lightmap such a long shrub section? The shrubs on the outer edge of the scene are a collection of several single sticks with leaf cards that were grouped together. For the inner circle shrubs here, I had to take the group, export it, take it into 3ds, make it one mesh, bring it back into…
Another first ... Unreal water! I'm looking at this thinking, "It's a lot less blue than I anticipated, but then again in real life if you are up close to a fountain/pool, it isn't blue either ... it's transparent. I will likely adjust the color underneath and wait until the final lighting set up is done to worry about the…
Thanks for the support! Here's a quick block out in Maya (looking like I will use Maya on the macbook and 3ds Max when I'm at home to double my efforts in the beginning stages). I tried blocking out un Unreal at first ... that didn't last long. Then I tried in 3ds Max while setting up the units, and was quickly reminded of…