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YouGroove

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Posts posted by YouGroove

  1. Can be an OpenGL problem with AMD as Unreal uses DirectX, and I think so does Unity.

    When i rotate the camera on some angles the glitches doesn't show, perhaps it is related to the view and new depth buffer. and it affects models only.

     

    I found the problem : OPENGL and AMD doesn't like decals blink.png

    When you add a decal , red lines appear around models, so this is Depth Buffer bug.

    post-3271-0-55340000-1443727619_thumb.jpg

  2. I think it has something to do with AMD drivers. When I switch my GPU rendering to APU bug is gone. But if it renders on GPU then I got these artifacts. I will try AMD beta drivers soon, maybe they have fixed it somehow...

    This is some custom code in LE3 that makes the problem, i got Unreal 4 or Unity 5 running and some effects demos on my laptop without any graphic glitches.

  3.  

    Just one thing though...are you UV-ing each little piece of that drone model as a seperate model, and then assembling all those pieces together? That makes a lot of materials for just one model, which means more drawcalls needed.

     

    Nope . i have only one texture and one material for the droid :

     

    image.jpg

     

    How to do it :

    - start to make objects in the modeler like one wing , one bolt etc ... only the originals before duplicating

    - UV each object

    - So i have each individual pieces floating in space and ready to be used

    - I join all objects as one object , and i press Unwrap and i will get a UVmap with all the objects of the library

    if we could say that.

     

    Than i just select individual sub meshes of the object and i duplicate and move them to assemble the final

    UVworkflow.jpg

     

     

    Many pieces of the model are duplicated like wings, bolts etc ... and they share the same texture space.

    For example i make one Wing and i UV map it, then i duplicate it as much as i need , so each new duplicated objcet will share the same UV as the original in the texture.

     

    This tips was more towards beginners as i seen people modeling a buggy for example and UV all pieces even duplicated ones, for example there was four UV spaces for each tire, that was a waste of space as they could UV one tire only than duplicate it.

  4. Some quick insight on the workflow i use for mecanic models.

     

    -To modelise fast i keep a pre made personnal library of basic shapes of different and common resolutions.

     

    So most of the time i just duplicate the piece i need than i start working using extrude, bevel and other functions.

    Select a shape and press SHIFT + D is lot more faster then going on menus and i have a already good scaling also.

    Cylinder already rotated vertical and horizontal is for example a small detail , but it spares me lot of manipulations.

     

    modelise.jpg

     

     

    To make your model, think in modular way if possible

    - Make only one version of bolts ,wings etc ... duplicate them , but just UV and texture the original version.

    - Also when your model is ok, you can duplicate individual pieces and position the in space separated from the main model to be able to paint quickly with a better view

    blender.jpg

     

     

    It will be more easy to paint on the model and on all areas of individual pieces more quickly.

    paintefast.jpg

     

     

    3D coat has some fantastic PBR procedural materials somewhat like substance painter.

    You can duplicate them, and tweak all parameters from erosion, edge scatering , masks etc ...

     

    pbr.jpg

     

    That's it , happy modeling smile.png

    • Upvote 3
  5. Seems a bit late in the game to make such a large fundamental change to Leadwerks.

    This is never too late, it could be a long term replacement for Lua, as Lua is lot more prone to errors and lacks many great things Bmax has like OO and Classes, plus a better integrated IDE (and some advanced IDE you can buy for 20 bucks).

  6. Decals is not multitexture, it is a texture drawn above already textured geometry, it is not the same technique.

    If LE3 don't have multitexture shaders i don't see the interest , also this tools should be integrated in the 3D world editor to paint multitextures on your models direclty. Also i don't think majority of the people would really use it, as it is only a small feature mainly aimed at level designers and 3d artists.

  7. then Olby mentioned multiple faces/materials and I was just pointing out that today it doesn't allow you to assign multiple materials via that way.

    Ok i understand.

    Still for the common way of one material per model , be able to open the material directly on a model we have selected would be usefull.

  8. Many times , when you need to switch a shader or change a texture on a model you selected , you must seek the material on your project and you loose unecessary time,specially if you have multiple materials directories ( per scene levels of your game for example).

     

    Why not displaying the material in Appearence tab sleep.png , clicking on that new material field would open the material editor to allow us change texture, shader or parameters quickly.

    post-3271-0-92718200-1441714135_thumb.jpg

    • Upvote 1
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