@fredriklars thank you! I have a set of decals (with POM) planned for the terrain, I'll try to add them after painting the landscape or in next stages and see how it looks @aumramaram well it takes me a few hours up to a day tops for most complex stuff until I go to texturing since I skip high/low/baking and just model the…
Hey Joe, It's me again - I'm curious what best practice is for reloading/updating high res or low res meshes is, and what the limitations or caveats might be? How much can the geo change, or vert count etc. And when I am painting a skew map - is that "transferrable" or saveable to an updated mesh, or possibly a different…
Use static meshes if you want anything other than a flat surface or if you want to vertex paint. I pretty much only use static meshes because of the control. Lightmaps are a pain. To get good ones try setting up your second channel so that all the UVs are snapped to pixels coordinates (I use 64x64), all the UV islands have…
I've shown this mesh in another thread, but it seems more appropriate to ask the tech questions here. Currently this mesh is in several pieces, is it a good idea to join the pieces together? I was looking at the dominance war winners and the meshes look like they're all on piece with the odd floating polygons, is this…
So I've been working a lot with mesh colliders and there are a couple of questions I can't manage to find much of an answer for, or at least nothing specific enough. In regards to mesh colliders: Do smoothing splits and UVs have anything to do with the efficiency of a custom mesh collider? A simple example would be a crate…
I'm still learning about exploding meshes and color IDs, but I think there's a way to avoid the exploding part now at least.... So I remember seeing this feature in Substance Painter, and I know I saw it in Marmoset's documentation. I was curious though, how can I set up my mesh to do that, and then utilize that feature in…
I just got back from GDC from job hunting. Got a really great review from Ron, a senior environment artist at SCEA. He wanted to see me make a broken mech in a cavern with some sort of organic substance growing over everything. I'm taking it to heart and will be making something using these 3 concepts as reference-…
[ame] https://www.youtube.com/watch?v=pv8wjMGGGDM[/ame] I just watched a video about a Unity3D feature that allows Level Designers to seamlessly blend staticmeshes into the terrain. It seems to be doing two separate things: [1] painting the terrain texture onto the mesh without a UV seam, and [2] blending the normals of…
Project name: Cross Fate Brief description: Project has been in the making since June of last year, a lot of programming, art, UI and models have been done in that time. It's a 3D Turn based Strategy RPG where the player controls a small army of robots in battle. Game would feature japanese-like character art, customizable…
For rigging, I was a bit lost at first. I had many questions, like: "Do I need to make my clothing parametric to fit onto a Metahuman?" "Do I just use the MH rig?" This would obviously involve a lot of work since I had created my clothing in an A pose that was different from the Metahuman one. I'm not sure how, but I…