Hi! Do you have images of what you currently have and want to achieve? A quick option would be using variants of a material with different textures in engine. Or an atlas containing multiple designs, used with a shader allowing to flip through variants. If the designs allow for it, could get even more sub-variants by…
My youtube lately is bombarded by videos saying how great m4pro chip is. Comparable with 4060 laptop on gpu side and gives twice better cpu performance than recent intel laptop cpu. Wonder if it's true. And new macmini looks really small box. My MSI rtx3080 laptop has bigger power unite alone probably , needs separate…
Every mesh gets triangulated in engine at the end. Identify the use case, if its a nanite mesh then decimated mesh is absolutely fine given it is within acceptable tri budget and tri distribution and has proper uv. For non nanite workflow, yes you will still have to optimize the geometry properly to be acceptable however…
32. Posing: Export Now that I had my final pose, it was time to prepare my mesh for the render engine. I needed to break down my mesh so that elements using different UV maps would not be part of the same mesh. The simplest way to do this was to break objects apart into their separate UV groups, so if I had 3 UV maps my…
There is simplygon that was aquired last year by Microsoft https://www.simplygon.com/ They have engine integrations for Unreal and Unity as well as a SDK to integrate it into your own engine or pipeline. The technology itself is great, the pricing philosophy is a bit of a mixed bag for me. It might appear first most as a…
Hey sepxhan, your recent response is kind of confusing. I am going to state a few things about uv's that I know :) So once you bake your models, heading back and moving the uv's around is never a good idea, normally it would mean rebaking an then editing the actual diffuse. Generally I keep my uvs inside of the 0-1 box,…
Well its really not that bad, but there are too many problems with it for it to already be in open beta. The engine is so messed up that prob 90% of the closed beta users had to change this slider in the menu that said "Engine Performance" to the lowest possible setting. There were probably well over a hundred threads with…
It kinda depends on the type of 3D work you're doing. Games are displayed by means of 'realtime rendering', that is; instantaneous renders for every frame. The only true way to show this is as you have been doing, with a screen capture of your model either in a game engine, or from the 3D app viewport (ideally using some…
Good work at wanting to improve. This isn't a great model for pushing your skills, as it's very simplistic and missing a lot of the tougher cases. The whole avoiding Ngon thing is really dependent on what you are modelling, they are actually totally fine on a flat surface. N-gons are mostly bad in cases where the plane is…
https://gameworldobserver.com/2023/10/04/unreal-engine-pricing-changes-2024-non-game-devs-details "What will change is the pricing model for Unreal Engine customers outside of game development. This will affect automotive, film, and other industries." Edit: I also think from my understanding he's re-positioning the…