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Swade
@swadeart
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Senior Technical Artist, 3D Artist, Illustrator
Joined July 2011
@games_inu It's one of those cases where the same asset will look much better in UE4 simply because the shadows will be so much blurrier/less precise. Plenty of games got away with it with. I wanted Lumen for other reasons (if only to test it), so that's why I had to find a workaround.
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@games_inu I am admittedly a novice when it comes to compilers and binary. Idk if the instruction count in Unreal is an indication of that, it might change per platform you build for or be an estimate. I only know that the answer is probably down that road.
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@MichaelG_3D Opt 2 can be faster assuming you have tools for producing grids. It’ll be more distorted but will pack much nicer without having to stack islands + support a unique sculpt Cutting your strip into more sections could lead to more efficient UV packing as long strips can pack poorly
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@SandorHQ @georgebsocial I work in software so git is assumed. We do LFS for any large files (image/model/etc) that go into the build Then we use P4 to handle source files like zbrush, maya etc etc The issue of course is that we now have two source control solutions which are functionally unlinked.
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@georgebsocial I once had an engineering manager flip out over this because my PR had ~40 files which he deemed “unreviewable” Except it was a two models, their pbr textures, their materials, and (because it was Unity) all of the meta files I get why that sucks but also…it’s unavoidable???
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@iampedroamorim @marmosetco This was the model I was working on and the large cylinder body was a struggle to get enough resolution for a high res. Or to get it low enough resolution that I could just have the same number of edges as my low. What’s sad is that it was essentially just an exporter problem.
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@j_d_noone Counterpoint: who makes Z red? X should be red. You can point it any which way you like but I’ll die on the XYZ=RGB hill
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