Hello Everyone, A guy gave me fbx file of city which was downloaded from Unity Asset Store. The size of Fbx is 20.8 MB(1728 OBJECTS) he wants to reduce the size to 12MB. I tried the following techniques: Exporting from 3ds max UNCHECKED everything except Smoothing groups it reduces the size to 18.1 MB. Iimported the fbx…
Great question! I did some experiments and here is what I have found. Sorry if it will be confusing, I'm still working on my ability to explain such things. :p The averaged projection mesh ray distribution is not the same (at least in Substance Painter) when you use all-soft lowpoly and lowpoly with hard edges. I get…
For me Source has it right... 72 unit characters (6ft, 1.8m) 128 unit wall tiles (10ft, 3.25m) 96 unit tall door ways (8ft, 2.5m) If you use 4pixels for every game unit you cover the 128 unit tile, that works out to be a 512px map. But in unreal you have to beef everything up because they beefed up the default camera…
I have a 1 meter x 1 meter polygon I made in max. I duplicated it, moved the duplicate 1 meter to the left and then attached and merged the verts. So now I have a 2m x 1m plane. I then broke and rotated the UVs so my UV texture was mirrored down the middle. * Everything is a single smoothing group * I Imported the normal…
I have been trying for a while now to use the Suite, and haven't been successful. I'm pretty sure I've tried every solution I could find in the subforums here and could use some help please! I have Windows 7, Photoshop CS6, and attempting to use Quixel 1.8 with the stability patch. I can give other computer specs if…
ok again is this 4m really 4 meters or just a term people stick to because they just dont say units?, I am getting confused here - the way you guys set up your units is still internal units right? So technical speaking 512px/4m is wrong and it should therefore be 512px/4units. Maybe I have a different background here but I…
Vassago's numbers are a bit inaccurate, at least with regard to the PS3 specs. The CPU has a listed floating ops throughput of 218 gflops. The 2 tflops number comes from some 'fuzzy math', adding the CPU and GPU numbers together (like the old Atari Jaguar "64-bit" console). Anyway, how can you debate something like this,…
Hey everyone, I've spent the last few good hours researching lightmaps for UE4. I have found some useful info such as: 1) UE4's compression algorithm for lightmaps is using a 2 pixel border for interpolation so you need padding... 2) Your islands should be (as much as possible) be perfectly aligned on the grid. 3) For…
Hi Polycount Community :] Sorry in advance for my awful english, I'm a frog :poly136: I try to have some decent results while generating lightmaps with 3ds max via Vray. First I tried without hlsl shader. The final RT engine (virtools) has some basic blend modes. I used the multiply mode, but then, lightmaps only darken…