There is the current stage of the scene. At first, I created MM for ID masking and Vertex Paint, but then I learned that I can't use Vertex Paint for nanites :( After hard thinking, I decided to take good textures for wood walls from textures.com and modify them for my wall needs. As they should not be damaged too old they…
new quote i guess.. 1: When's Mommy coming back? 2: I dont know, Billy. Soon. 1: How soon? 2: Soon. 1: Will she pick me up after school? 2: Probably. And if she doesn't I will. 1: What if you forget? 2: I won't forget. 1: What if you get run over by a truck and get killed? 2: Then Mommy will pick you up.
i'm totally into hair number 2 ( never done in any vi skin) 2 / 3 torso and i would merge the design of hand 1 and 2 ( number one have a solid and simple design number 2 get you attnetion pretty fast with that lightened circle ) legs i don't know they all fit but i guess 2-3 are more appropriate :hushed: really nice cocept…
I'm still a bit confused by the care-free "polycount doesn't matter" attitude of Nanite. I know it performs amazingly well for static meshes, but I can't wrap my head around the logistics of importing 5M-poly meshes into UE5. 1. If you're importing ~1GB+ FBX files into UE5, wouldn't that be impractical just for syncing…
TLDR: Please help our opensource project load .unr maps from Unreal 1 and UT 1 . https://sourceforge.net/p/chaosesqueanthology/tickets/2/ There is allready C++ code (https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2) that does it, but our engine is in C: and we only need to load in…