hey /3/ my friend extracted entire runescape map and im thinking about rebuilding it in UE4 with HD textures and lighting. what do you guys think of that idea. its gonna be a pain in the ass tho cuz everything is attacked. im gonna have to detach everything and unwrap everything. trees are god awful so i might get rid of everything and replace it with speedtree trees.
some parts of the city are missing (that or i accidentally passed it. i had to open up over 750 files by hand and figure out what was what. you guys know any easier way i can quickly check OBJ's?... Comment too long. Click here to view the full text.
3Ds Max, you buggy son of a bitch... >two objects >select first >merge with second >works >undo >two objects >select both >clone both (copy) >four objects (obj1 + obj2, obj1clone + obj2clone) >select obj1clone Comment too long. Click here to view the full text.
I'm a noob at 3D work, but I'm extremely interested in learning it. So far I've done just a few practice things in blender and maya, but I always hear people talk about zbrush as well. What part does sculpting play in the development cycle? Are you supposed to sculpt a model first, and them export it to a 3D modelling program, or make a model, and then export it to the sculptor?
Blender has a sculpting feature in it. Depends what you want to make. I use it to add damage and wear to models i've already made then I remesh them. You can also completely sculpt a figure in blender then remesh it. Check out some youtube videos,
hey guys. im trying to mix 2 textures together by Vertex Painting in UE4 but it doesn't let me paint where i like. it just paints in this big ugly patches. similar to when you try to texture something low poly in Zbrush. is there a way to subdivide the floor or whatever so i can go in and paint tiny water puddle, big chunks of dirt and whatever i want?
P.S. side question. the wall UVs are stretched, is there a way to reset the UVs and fix it up?
>>511499 vertex paint means you assign a color value to a vertex. Like for blending 2 textures you paint some vertices black and some white, and the triangle between them are interpolated between the values of their neighbours. Since it's limited by vertex density It's a very crude type of blending only suitable for special purposes unless you want a really retro type look.
if you want good smooth blending you must use texture instead of vertex paint for your blend mask. Upping the polycount to a density where vertex paint works well would require retardedly dense meshes.
VRay, if only because there is an abundance of high quality tutorials out there. Start with some shitty introductory tutorial, mess around for a bit then consider getting Grant Warwick's VRay course - it's the be-all and end-all of VRay courses.
>>509232 awful animation. His lefet leg and left lower arm dont even move, neither do any of his head tentacles move. Nor do any of his fingers move. Why waste time doing all this retexturing and rigging which is clearly above your skills? Why not just use a free rig?
>>510384 You can do something like this where you animate between different normal maps depending on the bending. Not totally realistic of course but results are predictable and the calculations involved are very light weight.
For a highpoly offline rendering you could use actual displacement maps on subdivided geo instead of normalmaps.
we had to make an animation that lasts 30 second... my task was to begin with a diamond and end with a girl:) ALSO THERE ARE TWO EASTER EGGS or how you call them, STAR WARS EASTER EGGS TRY TO FIND THEM
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