I like customization in games when any of the following are true: - It's going to make a story difference of some sort (like the character's gender in games like Star Wars:KOTOR and its sequel) - The customization is minor, such as alternate outfits or color schemes in a fighting game. - The player character has no…
Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
Okay, so I made this work by loading a .sbm into the low-res slot saved from prior attempts. I was able to generate the maps. Now I have a new problem, the normal map generated is just the low poly version. It generates this in 15s
That generates vertex colour data. no uvs needed. For generating cavity/convexity data you'd be better off with a modifier like tension http://rpmanager.com/plugins/TensionMod.htm Its much faster than a script. or use XNormal. Both will generate the data with no uvs on the HP mesh
I have observed that the difference between using StaticMesh and InstancedStaticMesh lies in the fact that, in the former, every time a 3D object is drawn on the screen, it generates 1 drawcall (not counting the textures associated with the model). For example, if a wall that is part of a modular kit appears 30 times in a…
Hello, I am currently in the process of building a cinematic, armchair documentary channel inspired by creators such as Thinker, Fern and Cipher. My aim is to blend true crime, history and cinematics through semi realistic 3D recreations of environments, animated characters and vehicles. I'm looking for a long-term 3D…
Using the Base Definition material under the Stylized Smart materials will generate wrong edgemaps when using the Flip Normal Y Option in the material. The edgemaps generated using these settings look wrong. It looks like Ddo is not adjusting to the flipped Y channel, meaning it will generate cavities instead of highlights…
thats what 2d artists said a year or two ago. and using it as a tool just means cleanup for shitty idea guys generations. 3d artists already work with these "concepts". there is still quality work out there, plenty. but you can see ai taking over DESPITE the legal issues it might impose. for 3d it will likely come quicker…
A little while back I posed a question to my artist friends on facebook regarding the color of shadows in general. I was wondering if you would care to comment briefly on the question and some of the answers provided. If not, perhaps at least the conversation will be amusing :) Conversation went as follows: Me - Quick…
As I have stated earlier in this thread, procedural generation is a means of generation only, it doesn't save you any ram. Once the object/whatever is generated, it must need stored in ram. You can save disk space here, but its moot if you cant fit it into ram.