17-06-18, 17:28 | #101 |
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Thank you
I'll find out which method works best for me for importing and texturing. |
17-06-18, 17:44 | #102 |
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It's true that there's little use trying to build actual materials in Blender if you want to only use your objects in Unreal (because AFAIK, you cannot export Blender materials to UE4). But yeah, you definitely need to unwrap the object in Blender (or some other bespoke 3D editing or UV unwrapping software) first and depending on what kind of style you're going for, chances are you will also need to author textures which you cannot do in UE4 or Blender. That will have to be done in either an image editing program like Photoshop, GIMP, etc. or a specialised material authoring tool such as Substance Designer or Quixel's DDO (which is a Photoshop plugin).
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21-06-18, 09:04 | #103 |
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Sorry This is such a great job architectural Design will look great on it. Last edited by GaviCroftREmix; 21-06-18 at 09:07. |
21-06-18, 09:05 | #104 |
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Tomb Raider The Last Revelation Inspired Model WIP
I've working on a few weeks with blender and said why don't i stop xnalara models make something of my own i got so used to blender its really easy to use with no errors or hassle heres images 2D References.
So now do i add boots and gloves and separately like meshs or add it in one model? Last edited by GaviCroftREmix; 21-06-18 at 09:28. |
21-06-18, 21:24 | #105 |
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Looks good. I would add the boots and gloves as separate objects. Certainly model them in accordance with the body and pose, but keep them on a separate layer, or just a separate object.
If it were intended to be a lower-poly model, I think it would make sense to have the boots and gloves be part of one body mesh. But for this probably not. |
22-06-18, 02:53 | #106 | |
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Quote:
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22-06-18, 10:22 | #107 |
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22-06-18, 12:10 | #108 |
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You mean to an existing model? AFAIK, the best way to do that is to either add an edge loop (ctrl+R) or use the knife tool (K). This will also create additional egdes so if you want just the new vertices without the edges, you'll have to delete the edges afterwards (don't dissolve them, though, as that will also remove the vertices). You can also extrude (E) vertices if you don't want your new vertex to be on the existing object surface.
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18-09-18, 15:43 | #109 | |
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Quote:
It might end up with slightly more 3D detail than intended, but I'm trying to keep it looking PS2-gen, while bringing out details which were once lost in the PS1. edit: Lara doesn't want to play today so i'll just leave her alone i guess :/ Last edited by larafan25; 18-09-18 at 22:58. |
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19-09-18, 12:14 | #110 |
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That looks super cool. I might follow in your footsteps and make everything super low poly so it's a more manageable workload. Trying to create on the same level of game studios just seems too much hard work.
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