@Flight > Yeah the alpha channel thing is really annoying in Blender. Unfortunately I don't think there's a straightforward way to bake the pivots in Blender yet, you're best to do that very last step in 3dsmax using the pivot baker script made by Epic :( There will be alpha vertex painting in Blender very soon but I guess…
Looking great, will check out the game! Read your article on level 80 very interesting, any more insight you can add in blender to unreal as far as ´tree rigging´ goes? Previously when I´ve done foliage in blender for other engines, there´s always been unexpected problems, like not being able to paint directly on the alpha…
@Cremuss Yeah figured as much, cheers anyway. And ye, there is a solution to vertex alpha painting, found it via polycount some year ago: https://forum.unity.com/threads/vertex-rgba-blender-2-5x.254038/ That works, but you need to insert that code snibbet further down in the FBX exporter (from bansheesoft). Hacky but works.
HighLands This is "Lost HighLands", the third map I created for Shardbound, one I am incredibly proud of. When I first started working on it, I felt more confident already with Unreal Engine but I didn't know yet that, to this day, this would become the hardest thing I had to work on. The initial concept art for this…