So I'm trying to create basic objects for a game making tutorial in C4D (left), and import it into Unity (Right), but I can't find any way to get Unity to understand the tiling that I want.
I tried to export an FBX from C4D to Unity, but the tiling just won't do the shit it's supposed to in Unity.
I don't want to have to UV map an object like this either, because I want precision, and from my experience with Bodypaint so far, it's a wibbly wobbly trainwreck that's only acceptable for more organic models.
I'm getting comfortable with normal-map baking in Maya. I've made a high-poly cube (background) and it's low-poly, normal-mapped equivalent.
There are three problems with the map: distortion (the obvious lines that appear on the map) and blurriness, both of which I know how to fix, but one thing I don't quite know what to do with is the edges of the model that appear to be either extremely highlighted or shadowed depending on the lighting. The effect bleeds over a little bit too far for my liking; the high-poly cube has this effect, but it is not as prominent as it is on the low-poly model.
Do you guys know how I can reduce this without sharpening the edge?
Joining armature roots and having an amature with multiple children seems to be common practice with skeletons. But segmented Bbones don't seem to respond well to this: They curve weirdly at branches, and will not curve between roots. What do?
I've been messing around with Unity's terrain feature a little bit lately and I had a question about the height maps it exports.
When you export a height map from a terrain, it produces a texture file with two channels, a typical color channel as well as an alpha channel. What confuses me is that the color channel contains the image on the right, while the alpha contains the left; the left is the kind of height map I'm familiar with, but I have no idea what the right is. I can't make out its effect on the terrain in Unity either.
What exactly... Comment too long. Click here to view the full text.
You also get that from World Machine. When it exports the height, it creates a gradient for every value. So if you can imagine slicing up a regular 32bit heightmap based on its brightness value, it creates another 32bit heightmap for every slice. Hence giving you that much extra definition for the heightmap so you won't get any stepping artifacts.
If you put the images on top of each other, you'll see that the more visible gradient parts correspond to the flat colors on the left to compensate for the insufficient depth data.
>>506333 That makes some sense. So, if I'm interpreting you correctly, it's like a height map using modulo? Say, take the original height values as a range from 0-100, and then take the modulo of that by 1, and record those values.
But how do you use it from a programming/shader standpoint? Since all of the sliced 32bit heightmaps you're talking about would all go between 0 and 1, do you just reference the regular height map to figure out where to start and where to end for each slice?
I.e., 1 on... Comment too long. Click here to view the full text.
>>506336 Yeah thats how they work. Dunno about the correct terminology for it but it's not for shaders. It's purely for other programs with built in terrain generators like Unity and UE4 to read from. Usually it's r16, r32 or RAW format with 2 grayscale channels which hold the two images you posted above. I'd go for world machine documentation to find out more about the RAW format.
Hey /3/, I've been using Google SketchUp literally for a day for modeling a few buildings and it seems really good and fun. What are your thoughts on it? Is it ideal for 3D modeling especially for importing into game engines like unreal engine 4 or unity for game development? pic related a quick building I made
>>506328 No. Sketchup is for quick architecture-visualization work for the most part. It create garbage geometry and UV mapping that isn't really usable for games. There's a reason it's so easy to use, it's not good for anything but creating things that work for archviz.
Anybody have any tutorials for unreal engine? Some of my professors like 3D animations of our projects (architecture student). they just want a walk-around but I really don't want to use sketchup+vray+ lumion, they look like a shitty sims houses and the project honestly doesn't come to life. A couple of my classmates starting using lumion and I felt bad for them, good designs went to shit just by using shit software, it was funny though, they also added shit house music to their video presentations. Pretty cringe inducing.
Hey /3/, I'm somewhat new to all of this, and need a little guidance. I aspire to make low-poly models, like the one seen in the image, for mobile games and the like.
My main question is why are the tracks divided into tris like that, rather than using 3 polys? I just found it odd, because it seems like it's just a flat surface, so why not make it simpler and use rectangles instead? Is there any sort of benefit to either?
So I see lots of people who instead of creating one sound mesh, just create objects by "combining" sub-objects, more or less just pushing one mesh into the other, making them intersect with each other with tons of internal excess meshes, internal faces and other shit.
For example jeans with rivets just sunken into the pants mesh, futuristic helmets with design parts just placed on top of the helmet mesh, etc.
When is it okay to do this tongue-in-cheek shit?
I thought it's an absolute no go like using triangles where you can avoid them.
>>506299 For film, as long as the intersection of those two meshes is hidden, it is perfectly fine. (like the example of rivets, the cap at the top is overlapping where the mesh penetrates). Intersections create 100% hardness lines that normal maps can't really fix. If the object is only going to be seen from a distance, than it's not an issue.
For games, you'll often save a shit tonne of polys by simply intersecting geometry instead of trying to modify the topology to support that shape. Again though, you'll... Comment too long. Click here to view the full text.
The way videogames work, they generally render using gl_triangles (or dx equivalent), which means that disjointed triangles don't matter as long as they are all in the same object. You may even save on the triangle count. If it's many objects it's one drawcall per object, which is bad if the sub objets move the same way as the main objects and use the same texture espace and etc.
Now if your engine is somehow optimized to create triangle strips out of regular artist submitted meshes, it could be less optimal, yes, but it's an odd case.
For anything... Comment too long. Click here to view the full text.
Hey there, I´m new arround here and would like to ask you for help. Does any of you know a good free CAD programm and where to find it? I was having one when I was in college, but dont have that license any more... If I´m totally wrong here sorry for bothering you
go to autodesk.com lookup free student license. every software is free when you setup an account. make up a school name put that you are either a student, teacher or a mentor and you get a free 3 year license
I'm not super ambitious. How long does it take to achieve the skill with Blender to proficiently make movies with shitty n64 graphics, so I can make movies just like Tawainese News: https://www.youtube.com/watch?v=259jj-5YgdI
I am working on a sci-fi project, and we want to obtain a certain effect. Having a character levitate some kind of hologram above a desk, hologram in the shape of a box, like a cubic screen. And inside this cubic hologram display, zooming on certains parts of a 3D model. while the cubic hologram remain at the same size on the desk.
The thing is, the concept seems like basics sci-fi stuff, but we have absolutely no idea how to obtain this effect in 3D.
We thought of Bolean meshes, but the bolean way of "cutting" objects is not... Comment too long. Click here to view the full text.
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