@thomasp Do you mean floating for just keeping in touch with the program at home? Educational license is free for non-commercial use so if you're just brushing up on Max to go into a specific studio pipeline I think that would be a viable option.
Thanks MisterSande! I did not use the 2.5D canvas. I used an approach where I duplicate the stones at the edge of the texture and use the wrapmode set to 1 to make them tile. There are some tutorials describing the method floating around. Thanks for the feedback :)
Floating geometry is absolutely not cheating. It saves time and delivers equal results, for all situations it should practically be used in. It's working smart. No use pushing yourself to solve a very complicated puzzle that doesn't need to be solved. Unless, of course, you want to solve it.
So i have my walk cycle pre-clean up, might need to figure the timing of each of the legs. Tried to give her floating weapons the illusion of life, as if she meditated it into existence Decided to use her spears to give it mandibles.
pre-import files should always be a common format to prevent those issues. or use floating licenses so people can use a specific app of they need to. but really, in this day and age, who doesn't know how to use one of the big 2?
And also when you do work on high resolutions, make sure you submit it at the right resolution, mipmap, compression settings ect. They will love you for having a ton of high res textures floating around when it comes to memory and disc space.
Should be fixed now. Your account was not verified yet, so you got picked up in the spam filter. Shouldn't be a problem going forward. Happy posting! http://polycount.com/discussion/171076/ue4-wip-the-floating-island-progress-thread#latest
Oh, whoops! Yeah, probably shoulda mentioned that xD For the tone I'm aiming for, I wanted something that was a blend between Cyberpunk and ominous mystery (like aliens or something). I also sprinkled a little bit of AKIRA in there with the floating rubble and checkered floor.
@low odor all well and good on a floating plane but on a mesh like the one above you have a high amount of edges that need to be terminated on a sparse topology. To the OP. I have to ask, why to you want to fuse/weld the 2 elements?
Baking to a plane is the simplest form of baking. The high-res 'floats' just above the surface of the low-res and the baker just projects straight down the normals (which are all pointing in the same direction) and captures further out depending on your ray distance.