The GI solution in UE is experimental and you have to enable it with Cvars. And I need to say it is nowhere production ready like Snowdrop or CryEngine. Also I have been trying engines for a while now for a personal project and please let me tell this: When you put a real time GI solution in your engine it does not work…
Your common tools are the 3d packages, mostly for hard surface models and base meshes. Zbrush, Mudbox for sculpting. Photoshop for texturing. + lots of other third party tools or plugins that can help you with specific tasks. The most common workflow is to create hipoly meshes and bake them onto low poly meshes that will…
Looking good! I'd recommend bumping up your dynamic shadow cascade to 4 if you haven't already to get rid of those jagged/pixelated shadows (especially evident on the backwalls.) Another trick to increase dynamic shadow fidelity if you haven't already is to open up your scalability settings in your unreal…
1 - for games/realtime the lowpoly is the final asset that will be imported to the engine. The highpoly is a mesh that is used to bake maps from, to capture the high fidelity detail to a normal map so that an aproximation of that detail will make the lowpoly look like it's highpoly counterpart without the overheads of that…
Now put back the long vertical edges too :D Because the short horizontal ones are causing some smoothing issues. So it would look like this: Also, I would suggest to change the tangent basis in marmoset to "default" if there is an option for this (and not just for max and others) because this would show you how your…
Ok now on to some blueprint stuff. So basically the reason why this project has gone on for as long as it has is because when I started it I really had no grasp of blueprints, or scripting, or programming in general haha. A year ago if you had asked me to simply make the engine say "hello world" with blueprints I would…
if it helps I have somewhere a unit-snap script I wrote for a game engine. The script snaps vertex points indivdual (not offset or as a group - it processes each vertex individual) on a typical internal grid (not the max grid). E.g if you model prefabs for unreal, source,quake,... the editor and engine usually work on a…
Can't see that as being efficient. This particular tech is more akin to a search algorithm...which doesn't lend itself to dynamic data. This is data that is being managed and organized in very particular ways beforehand to make the method of finding the right points to display as quick as possible. Certainly, an engine…
@Neox IMO your workflow can be done faster by just click the first edge, shift double click the 2nd point edge, and double click the 3rd point edge, and so on instead of firing another command. Anyway guys here's the latest build with changes log as follows: Summary of changes *Two concepts are applied to each StreamLine…