Note - Possibly Maya specific terminology. Hey guys, been scratching my head for a while trying to figure out if I need to merge or combine before exporting a model to an engine. I have been modeling a car, and I'm unsure if I should make it all the same mesh with merged vertices, or just the same mesh through combining.…
@zylan Determining if a high poly mesh is acceptable really boils down to how closely the shapes in the model match the shapes in the references and whether or not the topology subdivides cleanly, without generating any noticeable smoothing artifacts or other surface quality issues. If the shapes and surface quality checks…
well I don't have a problem transferring skin weights, my point was that the rig/bones are identical in both files, so it would be nice if you could make the merged mesh with skin modifier use the bones in the file you are merging into, since the rig is identical. right now if you merge an identical rig/mesh with skin…
Hey guys, I have world aligned textures on my building in unreal engine, but would like to combine it with virtual textures introduced in UE 5.5. I am a bit new to materials in UE, could you plese help me outh with this? So altogether I want to paint virtual textures on a object with a world aligned texture. Is it possible…
Try hiding all layers except the two you want to merge, and then doing a "merge all visible layers". For whatever reason this type of merge is often more reliable towards blending modes then simply merging layers down.
I need some help please... This may be something simple but I can't find out how to do it: I need to merge many subtools (a biped character and his layered clothing, accessories) into one subtool that is a SINGLE SHELL that represents the outside. I other words I need to bounce everything to one subtool that combines…
Even more key visuals that we've done for videogames! We are always looking out for more work for our artists. If you need anything 2D done (concept art, key visuals, animation or even merch), just get in touch with us at ohayo@collateralds.com Character artworks for Hiragana: Forbidden Speech Key visual for Kitty Cat…
Looking promising. Note how in the concept, the bright yellow leaves at the top merge with the light background to open up the frame (could perhaps be argued if they are necessary at all). In your version, they are on a dark background and the brightest thing in the picture, drawing the attention away from your subject.
First post here, been working on this in my spare time and having a really good time with the tutorial from Marc Brunet, and just wanted to share some progress as I work on it further and would love some feedback wherever possible, thanks Marc Brunet's character from the tutorial
So Tim Sweeney basically said no big new rendering or graphics features. Merging UE5 and UEFN. No more Blueprints. UE6 early access late 2027, full release 12-18 months later. But there's a new version control system called Lore. https://www.unrealengine.com/news/the-road-to-ue-6 Really nothing interesting for game artists.