Hey, so I want to change my tiling based on texel density but for that I need the texel density in runtime somehow for my generic material library. Ive tried DDX DDY for screen space UVs but that dosnt work. Tiling by mesh bounds or so also dosnt make sense. One idea would maybe be to calculate relative distance from 2…
So... I thought I was buying "The Art of Borderlands 2" from Barnes & Noble. That's what the title on the page says. But then I get a receipt that says "Vol. 2" at the end. So I check on Amazon for the same thing and I see a book with different cover art but the same title, "The Art of Borderlands 2" What the... so is that…
i found a bug. 1. create 2 boxes 2. link box 2 to box one 3. collapse box 2 to editable poly 4. attach box 1 to box 2. result: nothing appears in outliner. have to restart max to get it to work again.
Syndicate Mechwarrior 2: Mercenaries Heavy Gear 2 System Shock 2 Freespace 2 Final Fantasy 7 XCOM (the first) All lucasarts point and click games Hmm, quite a few sequels there.
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…
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…
Basically that. How do you planify on grouping UVs from a set of objects - atlases as for my understanding - on large scenes to also ensure decent texel density to bake? You do it by area? - idk, kitchen, room 1, room 2 - by type of object? by size? Hope that makes sense @_@