no need for cameras, just press 'P' to set your viewport in perspective mode before you press the render button ;) for all I can see the car looks very nice =D I'm sure you'll add in the little elements later
@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?
First thing I did was break down the scene a bit into what I could make modular - I tried to separate elements by material but this evolved a bit over time and I was actually able to cull a couple of parts (yay for the tri count)
Been silent for a few days so I guess its time for an update. I've been diving into the grey-box phase for our scene. It's not much to look at yet, but I'll be making some refinements over the weekend to the scale and proportions of the various elements.
If I understand your question correctly, you can assign a material to each material ID of the model through the static mesh editor. Under 'LOD Info' you should have as many elements as you do material IDs within the model.
Its a cool design,but not to be too much of a nerd,but that "S" shaped element at the guard, seems like it could get the wielder of the sword in trouble. If the wielder parrys a sword swing the opponents blade might get caught in that space, leaving the wielder of the sword defenseless.
On the right hand side will be the transform options of the item itself. You can edit them from there. Properties tab beneath the Item List, Transform section. Is that what you mean or are you after being able to move elements of an item to a specific point?
This is super great looking. Thanks for the breakdown and explanation for some of the elements. It is always nice to read different approaches about tackling look and feel for a game. I love the art style and your team did a great job making it look interesting and pretty :)
looks cool, tho it seems to me like your just using that picture alone as reference. You need to start thinking of the history of the elements in the scene and how they tie together. Also, some things, need a second grunge pass. Looking sharp!
Thanks for the info. I'm not sure what you mean by outputting a single channel rather than 4 and how I'd do it? What I'd have done is rendered out the main pass and added the matte passes in render elements, as you showed.