"Is it possible to transfer a Maya (or Blender) rig directly into Unreal using FBX and keep the weighting?" That's kindof my point : by tackling a tiny portion first and taking it all the way down to the finish line (instead of doing a full character), you'll force yourself to run into this kind of question earlier than…
That was very interesting. I come from VFX and we always use super hires models because we don't really care about poly count. The guy is definitively a top notch modeler. All quads.
I'd argue there is actually a fairly simple rule of thumb when it comes to normal map vs geometry - which is that if it contributes to silhouette you should be using geometry to represent it. This is heavily context dependent - but it's a robust rule there are of course other reasons to have geometry. one thing I will add…
Hello, This kind of question cannot be replied in generic terms, as there are many more factors involved than one may candidly assume. - First off for the case of the above screenshot, your best bet is to research whatever game this is from specifically : check if there is some sort of debug mode available to inspect the…