Norman, that's completely awesome. I've managed to get the object-wise Unreal<->Max sync working, but that viewport sync is fantastic. C++ dll plugin thing?
Cool stuff here as always guys! Working on my rollercoaster Unreal Engine 4 C++ Plugin: https://www.youtube.com/watch?v=Hvn_5dK7js4 https://www.facebook.com/cg.toolsmith
Oh interesting, yeah we needed to do A LOT of lod optimizations to get Gears 5 to run at 60fps all the time. The tech art guys would use view mode in unreal to identify problems and send us huge lists of things that needed to be adjusted in certain ways.
It's just a matter of how many pixels they take up in screen space, so one huge decal will kill the performance. We were told to use them sparingly, I think in the hundreds per area not the thousands like I've seen in Doom. Alpha is really expensive in Unreal.
hey glad you like it! I've been working on it the last couple of days. Improving performance a lot and implementing instancing. When you clone an object in 3dsMax it will appear automatically in Unreal as well! Not sure about an eta. I'm pretty busy nowadays. All I can say is it's probably going to be sooner rather than…
Glad you guys like it. Yet another video! Here I'm showing how the tool imports meshes from UDK to 3dsMax with a click. I'll speed up the import process later on. Also selecting an object in 3dsMax will select the equivalent in Unreal!…
The problem you had with the texture being different in Unreal vs Photoshop... this may just be the SRGB texture setting. The algorithmic approach you are using will give smoother results than a compressed texture. +Not to undo your hard work, UDK has a material function already you could use to do this, it might be a bit…
Cross-post from my thread: http://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine#latest Working on a texture packer tool. Next step is to integrate the windows open file dialog, replacing the current input method. Batch packing using naming conventions would be cool too.…
Thanks for the info. I've had problems with color differences between Unreal and Photoshop before; I'll look into the sRGB setting. And thank you for pointing out the VectorToRadialValue function. It helped me optimize my own function, and I think mine might be a bit better than UDK's now. UDK's function is 61/107/49…