Trying to export 3D models from Unreal to Blender

I want to import the mesh, material, and textures from a 1m foundation ficsit set (or any other foundation and buildable) to modify it for a new foundation I'm making. I've tried to export as FBX but it showed me some other weird shapes and I was unable to apply the material and textures to it. I've looked at some basic blender tutorials but I can't figure this thing out
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246 Replies
Spokloo
SpoklooOP•2mo ago
Also tried to export as GLTF file but this time I just got a cube without anything else
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AngryBeaver
AngryBeaver•2mo ago
You won't get the material. Materials aren't portable between applications and the foundation materials use a few specific tricks I don't know if Blender supports. What does the mesh look like in FModel?
Spokloo
SpoklooOP•2mo ago
This?
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Spokloo
SpoklooOP•2mo ago
I see, but what about the weird shapes?
AngryBeaver
AngryBeaver•2mo ago
That's the strange part. When you export this as a gltf you get the cube????? If you check my modeling repo I have a sample of every foundation's size and shape with proper orientation. If that helps.
Spokloo
SpoklooOP•2mo ago
When I first tried to export it I did it via unreal and not via FModel that may be why I'm actually having trouble exporting on FModel directly Can't find the option
AngryBeaver
AngryBeaver•2mo ago
Should be in the right click menu of the item in the list on the left Unreal only has the cube, it doesn't have any valid meshes, so getting a cube from it makes sense
Spokloo
SpoklooOP•2mo ago
Is it export raw data?
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Spokloo
SpoklooOP•2mo ago
Oh yeah fair
AngryBeaver
AngryBeaver•2mo ago
SaveModel And then probably wave texture on one of them. They share a texture so
Spokloo
SpoklooOP•2mo ago
Oooh I didn't think it worked because it didn't prompt me anything
AngryBeaver
AngryBeaver•2mo ago
Look for the log on the bottom line telling you it did it
Spokloo
SpoklooOP•2mo ago
Ok thanks I got the correct shape now, so it's normal if the textures are blank?
Spokloo
SpoklooOP•2mo ago
No description
AngryBeaver
AngryBeaver•2mo ago
Yup. You'll need to bring them in separately but they'll look look they did in FModel with no simple fix.
Spokloo
SpoklooOP•2mo ago
And if I need to make my own textures for a material how would I do? I'm trying to do a quarter foundation mesh/texture Btw, what's the link to your repo?
AngryBeaver
AngryBeaver•2mo ago
GitHub
Satisfactory_ModelingTools/SF_FoundationTemplates.blend at master ·...
Community modding tools and utilities for modeling assets intended for Coffee Stain Studios game Satisfactory - DavidHGillen/Satisfactory_ModelingTools
Spokloo
SpoklooOP•2mo ago
Thanks Your mesh for the 1m foundation is much larger than the mesh imported from FModel, is it normal? 100x bigger actually
AngryBeaver
AngryBeaver•2mo ago
That's because you don't have your unit scale set right. It's only important if you're animating but I set it in all my files anyway Did you check the docs for the workflow setup?
Spokloo
SpoklooOP•2mo ago
Ooh I didn't
Spokloo
SpoklooOP•2mo ago
:thonk:
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AngryBeaver
AngryBeaver•2mo ago
We'll did you have the mesh selected when you exported with "only export selection" checked?
Spokloo
SpoklooOP•2mo ago
Oh x)
Spokloo
SpoklooOP•2mo ago
Might be a bit too big
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Spokloo
SpoklooOP•2mo ago
That's better but it seems to lag a bit, I don't know if it's my computer or maybe it's the mesh
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Spokloo
SpoklooOP•2mo ago
I know there is some stuff about LODs but I haven't touched it yet Also, how would I change the texture so that it acts like half foundations and not a scaled down version of a foundation as it is now?
Rex
Rex•2mo ago
For concrete foundations, I'd chop the mesh and fix the UV mapping where you chopped it. Then it'd be a quarter foundation.
Spokloo
SpoklooOP•2mo ago
How do you change the UV mapping?
Rex
Rex•2mo ago
Whatever program you use for mesh editing. Blender, probably
Spokloo
SpoklooOP•2mo ago
Ah, I haven't seen a tutorial on that part yet, thanks
AngryBeaver
AngryBeaver•2mo ago
We don't have one specifically because it's a large part of 3D modeling in general
Spokloo
SpoklooOP•2mo ago
Not sure I understand, do you mean LODs?
AngryBeaver
AngryBeaver•2mo ago
LODS, UVs etc
Spokloo
SpoklooOP•2mo ago
But what do you mean by "we don't have one specifically"?
AngryBeaver
AngryBeaver•2mo ago
docs.ficsist.app
Spokloo
SpoklooOP•2mo ago
I'm so confused
AngryBeaver
AngryBeaver•2mo ago
You said you hadn't seen a tutorial on something, I said doc.ficist.app will not have one, then evverything there after has been trying to clarify the misunderstanding
Spokloo
SpoklooOP•2mo ago
AAAAH sorry I didn't understand you meant the tutorial 😭
Rex
Rex•2mo ago
LOD = Level Of Detail Oh, I misread
Spokloo
SpoklooOP•2mo ago
What are the Relf and AOMasks textures? I understand what the base color and the normal map are for but I don't understand those
Rex
Rex•2mo ago
They might be channel packed textures
Rex
Rex•2mo ago
Example of mine. Three channel-packed masks
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Spokloo
SpoklooOP•2mo ago
Hmm, what is it for? The textures I got don't really look like three channel packed I think the one name Relf might be a mistype for Refl, so that would be reflection I'm guessing? So it should be the roughness map if I'm correct, but the AO masks I have no idea
Rex
Rex•2mo ago
https://ficsit.app/mod/BuildableClocks See where the textures are used in the editor Sometimes you have info in the materials
Spokloo
SpoklooOP•2mo ago
AO doesn't help but relf seems to not only be the roughness
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Rex
Rex•2mo ago
AO means ambient occlusion
Spokloo
SpoklooOP•2mo ago
Ah
Rex
Rex•2mo ago
Primary and Secondary are likely the masks used for the customiser colours This idea is to be able to reuse the materials for the full sized ones
Spokloo
SpoklooOP•2mo ago
Hmm the issue I have is to set that up in blender
Spokloo
SpoklooOP•2mo ago
So far that's what I got but where do I put the masks in that?
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Rex
Rex•2mo ago
You should be able to look at the base material MM_BakedStencil_01 Which has disconnected things
Spokloo
SpoklooOP•2mo ago
Yeah but it's different than in blender
Rex
Rex•2mo ago
I guess it depends on how you shade in blender
Spokloo
SpoklooOP•2mo ago
In the editor for example AO is linked with nothing, but in blender I should link it with something right? Hmmm
Rex
Rex•2mo ago
In the editor I see AO in use?
Rex
Rex•2mo ago
Added the missing connections in red to get the point through, but AO goes straight into the root node
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Spokloo
SpoklooOP•2mo ago
Yes but it doesn't go anywhere
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Spokloo
SpoklooOP•2mo ago
It goes straight from the red value to nothing
Rex
Rex•2mo ago
What does the root node look like?
Spokloo
SpoklooOP•2mo ago
What root node?
Rex
Rex•2mo ago
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Spokloo
SpoklooOP•2mo ago
Hum
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Rex
Rex•2mo ago
Oh, right Disable "use material attributes"
Spokloo
SpoklooOP•2mo ago
Aaaah
Spokloo
SpoklooOP•2mo ago
But primary and secondary are still linked with nothing in the end
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Spokloo
SpoklooOP•2mo ago
What is the mixed color used for?
Rex
Rex•2mo ago
That's a named reroute
Spokloo
SpoklooOP•2mo ago
What's this?
Rex
Rex•2mo ago
It allows redirecting something to another part of the material graph Trace back Base Colour
Spokloo
SpoklooOP•2mo ago
Oooh ok But I thought there was already a base color map?
Rex
Rex•2mo ago
Yes, Albedo
Spokloo
SpoklooOP•2mo ago
Then what are those for?
Rex
Rex•2mo ago
:thistbh: See MF_GetPrimaryColor and MF_GetSecondaryColor
Spokloo
SpoklooOP•2mo ago
Ok but how to tell that to blender? I'm having issues finding answers online
Rex
Rex•2mo ago
You have to set up a material graph As in, throw more nodes at the problem
Spokloo
SpoklooOP•2mo ago
Yeah that's that but I have no clue if what I'm doing is right or not
Rex
Rex•2mo ago
You want to do this in Blender, but replace the disconnected MFs with a constant colour of your liking
Spokloo
SpoklooOP•2mo ago
Trying to take everything into account, I've got this but it looks wrong idk why
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Rex
Rex•2mo ago
It looks wrong to me, but that's because I can't read the text 😅
Spokloo
SpoklooOP•2mo ago
Is this better?
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Spokloo
SpoklooOP•2mo ago
Bruh it's the same Discord resizing my image
Rex
Rex•2mo ago
It's larger I can barely read it Not sure how shader mixing is supposed to work
Spokloo
SpoklooOP•2mo ago
It's the max size of my monitor x)
Spokloo
SpoklooOP•2mo ago
It looks like that but it doesn't look like in game (I know the UV map isn't correct but let's forget that for now)
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Rex
Rex•2mo ago
What is wrong with it?
Spokloo
SpoklooOP•2mo ago
The middle part looks too bright I think
Rex
Rex•2mo ago
That's primary colour
Spokloo
SpoklooOP•2mo ago
And not metallic enough imo Hmm
Rex
Rex•2mo ago
Metallic also uses some masks I believe Look at the UE material
Spokloo
SpoklooOP•2mo ago
That's what I meant by that, it's really confusing idk how to tell if it's correct Yeah I did the same by separating the RGB values
Rex
Rex•2mo ago
Ah, only if actually using a stencil Question is, are you going to play the game in Blender?
Spokloo
SpoklooOP•2mo ago
Yeaaah you're right, I wanted it to look as close as possible
Rex
Rex•2mo ago
As long as it looks right w.r.t. UVs I think it's fine
Spokloo
SpoklooOP•2mo ago
It kinda worked, but the pattern isn't reproduced like with half foundations when putting them together
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Spokloo
SpoklooOP•2mo ago
Also the lines in the middle don't overlap like half foundations
Rex
Rex•2mo ago
Oh, ugh, that's not ideal
Spokloo
SpoklooOP•2mo ago
Any ideas how to fix that? ^
Rex
Rex•2mo ago
Not quite sure tbh, it's a matter of the quarter top not being rotationally symmetrical
AngryBeaver
AngryBeaver•2mo ago
Cut the surface where there's a visible edge with the grey strip. Then you can add a UV seam and move the floor tiling how you want But when you do that. It might not line up to other floor tiles any more.
Rex
Rex•2mo ago
Concrete half foundations don't line up with full foundations :REEEE:
AngryBeaver
AngryBeaver•2mo ago
Which is why I wouldn't worry about the quarters like that
Rex
Rex•2mo ago
I mean, if someone is going to use quarter foundations like this, it's their problem 😛
Spokloo
SpoklooOP•2mo ago
Not sure I understand 🤔 Yeah but I want it to be like half foundations so it seems the most vanilla it can be x)
AngryBeaver
AngryBeaver•2mo ago
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AngryBeaver
AngryBeaver•2mo ago
Cut where red line, move segment in direction shown by yellow
Rex
Rex•2mo ago
Is it possible to reuse the foundation material with this approach?
Spokloo
SpoklooOP•2mo ago
Why? Isn't it just a rotation issue?
AngryBeaver
AngryBeaver•2mo ago
Yes because this is just a UV edit. The texture already has a seam.
Rex
Rex•2mo ago
I'm still unsure how changing the UVs in that one mesh would work
AngryBeaver
AngryBeaver•2mo ago
I don't see how rotation will get you out of the mess when rotation.gotnyou in it. Your stuff isn't symmetrical. Fix that.
Rex
Rex•2mo ago
Sorry, I don't follow
Spokloo
SpoklooOP•2mo ago
Me neither
AngryBeaver
AngryBeaver•2mo ago
I thought the problem.was the lines didn't line up and look nice. My hack will fix that
Rex
Rex•2mo ago
This is just one quarter foundation mesh, placed 4 times, each time rotated 90 degrees
Rex
Rex•2mo ago
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AngryBeaver
AngryBeaver•2mo ago
I know
Rex
Rex•2mo ago
What would the lines on the foundation's "central" area end up looking like?
AngryBeaver
AngryBeaver•2mo ago
If you did what I recommend you'd get them lining up across the rotated foundations
Rex
Rex•2mo ago
Oh, applying a diagonal offset
Rex
Rex•2mo ago
Like so
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Spokloo
SpoklooOP•2mo ago
I'm still lost, that's what I understand from your recommendation
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Rex
Rex•2mo ago
The idea is to only move the inner part of the texture by creating a seam in the mesh's UV mapping (see picture) I just couldn't make sense out of the arrow, but then it clicked and I saw the light
AngryBeaver
AngryBeaver•2mo ago
Yup. It doesn't need to be diagonal linear is fine. The rotational symmetry does the work.
Spokloo
SpoklooOP•2mo ago
So moving the lines a bit downwards?
Rex
Rex•2mo ago
Ah, true Not quite. Are you familiar with the idea of UV mapping?
Spokloo
SpoklooOP•2mo ago
Very little I understand it very basically
Rex
Rex•2mo ago
Imagine a basic cube mesh. When applying a material to the mesh, the computer "glues" some "texture stickers" to the faces of the cube
Spokloo
SpoklooOP•2mo ago
Yeah that's the only thing I understand
Rex
Rex•2mo ago
The same idea applies to more complex meshes: since you have polygons, one can glue pieces of texture sticker to each of them But imagine you need to control how the computer glues those stickers The mesh describes which part of the texture sticker is to be applied to each polygon
Rex
Rex•2mo ago
For example
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Rex
Rex•2mo ago
And since you have infinite stickers, it's OK if some polygons overlap As long as the texture / material looks good, of course
Spokloo
SpoklooOP•2mo ago
I see, thank you, but how do I apply that to my case? How do I create a seam in the UV mapping?
Rex
Rex•2mo ago
Using Blender I think I watched this video and I liked it: https://www.youtube.com/watch?v=qa_1LjeWsJg
Spokloo
SpoklooOP•2mo ago
Yeah I suppose x) By seam do you mean a specific UV map related thing or the actual seam in the texture?
Rex
Rex•2mo ago
The texture has a visual seam already, in this case it means a seam in the UVs UVs are simply 2D coordinates
Spokloo
SpoklooOP•2mo ago
Ah ok I see
Spokloo
SpoklooOP•2mo ago
But why doesn't the UV mapping in blender match the texture in game? In blender it looks like that (the sides)
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Rex
Rex•2mo ago
Likely because of how the material is set up
Spokloo
SpoklooOP•2mo ago
The thing I was struggling with yesterday?
Rex
Rex•2mo ago
Yes
Spokloo
SpoklooOP•2mo ago
But the textures looked like that before I touched them
Rex
Rex•2mo ago
I don't know what your Blender material looks like, but it doesn't seem to match the material in UE
Spokloo
SpoklooOP•2mo ago
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Rex
Rex•2mo ago
Yeah, that's intentional You only need a texture for a quarter of the top side
Spokloo
SpoklooOP•2mo ago
That makes sense
Spokloo
SpoklooOP•2mo ago
It looks like that too in FModel
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Rex
Rex•2mo ago
FModel can't extract UE materials in a usable format
Spokloo
SpoklooOP•2mo ago
Ah that's why But how do I know if my UV map is correct then? Trial and error?
Rex
Rex•2mo ago
1. make the Blender material do the same as the UE material, even if it's just for the albedo 2. edit the mesh's UV mapping in Blender to add that seam and adjust the UVs so that things line up You don't need to reimplement the entire foundation material in Blender, just the Albedo part
Spokloo
SpoklooOP•2mo ago
Yeah but how do I make it the same as in UE?
Rex
Rex•2mo ago
For now, try to make a material like this and preview it on various meshes. TexCoord[0] is UV channel 0, so the colours you see are the values of UVs at each point on the surface of the mesh
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Rex
Rex•2mo ago
One sec I think I remember, it's mirrored UVs something
Spokloo
SpoklooOP•2mo ago
I didn't manage to do that but I did cut the face like that
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Spokloo
SpoklooOP•2mo ago
Though I eyeballed it so I don't know how that'll go
AngryBeaver
AngryBeaver•2mo ago
Eyeballing it is fine. Now just move that segment's UVs so the long bar is in the middle. It might look wrong in blender but the in-game material should fix it.
Spokloo
SpoklooOP•2mo ago
Wrong like that?
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AngryBeaver
AngryBeaver•2mo ago
Yup Wait no You forgot to break the edges. So you moved other parts Only move the face in the top right.
Rex
Rex•2mo ago
Breaking the edges is what creates the "seams" you referred to, right?
Spokloo
SpoklooOP•2mo ago
Seams like that?
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Spokloo
SpoklooOP•2mo ago
On those edges
AngryBeaver
AngryBeaver•2mo ago
Yeah. You can literally define UVseams on a per edge basis and they get a red highlight
Spokloo
SpoklooOP•2mo ago
It stays attached :thonk:
AngryBeaver
AngryBeaver•2mo ago
Probably because of how you're selecting things in the UV editor.
Spokloo
SpoklooOP•2mo ago
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AngryBeaver
AngryBeaver•2mo ago
Turn off selection sync the two diagonal arrows in the top left of the uv panel Yeah only select that face in the 3D view
Spokloo
SpoklooOP•2mo ago
Aaah ok
AngryBeaver
AngryBeaver•2mo ago
OR disable adjacent vertex movement which is the little clustered dots at the end of the vert, edge, face selector in that picture.
Spokloo
SpoklooOP•2mo ago
Right so in game, the line should go to the edge?
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Spokloo
SpoklooOP•2mo ago
Ah I didn't line it up properly 😭
Spokloo
SpoklooOP•2mo ago
I've even managed to do the side bit like on half foundations
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Spokloo
SpoklooOP•2mo ago
And it fits perfectly
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Spokloo
SpoklooOP•2mo ago
Thanks for the help!
Rex
Rex•2mo ago
I personally think the side bit is wrong, at least it looks like a mistake to me on concrete foundations Still, this looks great!
Spokloo
SpoklooOP•2mo ago
Ah you think it's not intended? Thanks!
Rex
Rex•2mo ago
I just think it looks really bad 😄
Spokloo
SpoklooOP•2mo ago
I agree but I think I'm still gonna stick with this good because I want to to match vanilla I want things to be consistent between my mod and vanilla 1 mesh down, a billion left 🫠
Spokloo
SpoklooOP•2mo ago
Oh god, my OCD wants to fix that but I can't be bothered 🤣
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AngryBeaver
AngryBeaver•2mo ago
You'll find a lot of these tiny inconsistencies the harder you look.
Spokloo
SpoklooOP•2mo ago
Yeah I know that's so hard to fix sadly Very tedious
Rex
Rex•2mo ago
🪄 ✨ World-aligned UVs ✨ (and a material that's uniform)
Spokloo
SpoklooOP•2mo ago
Btw is it important for me to make LODs versions of my meshes? Or can I skip that?
AngryBeaver
AngryBeaver•2mo ago
It's important but you can just make Unreal do it they wont be as good but, they'll do what needs to be done
Spokloo
SpoklooOP•2mo ago
How would I do both options? And is doing it myself fast or does it require some work? I don't wanna spend a lot of time doing the LODs but I don't mind doing it myself if it's easy enough
AngryBeaver
AngryBeaver•2mo ago
it's tedious and requires skills you haven't developed yet, to basically remove triangles while not upsetting the silhouette or UVs too much. Most of the game doesn't have manual LODs. Look for some unreal tutorials on generating LODS you will just set the parameters on the mesh
Spokloo
SpoklooOP•2mo ago
Oh ok thanks, I'll take a look at it
Spokloo
SpoklooOP•2mo ago
If I understood correctly I just have to set the LOD group for my mesh right? Which one would be the most suitable one? And how many LODs should I put?
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Spokloo
SpoklooOP•2mo ago
Yeah that's what I have
AngryBeaver
AngryBeaver•2mo ago
Yup that'll do. I either lazily pick something that sounds right of hand make the LODs and hand tune the distances. so I don't have agood suggesiton other than "does it sound right"
Spokloo
SpoklooOP•2mo ago
Alright, thanks!
Rex
Rex•2mo ago
"LevelArchitecture" sounds right :wonke: (I have no idea what it means)
Spokloo
SpoklooOP•2mo ago
Yeah xD And by default it's 4 LODs, is that fine or does it not really matter that much?
Rex
Rex•2mo ago
Try doing 1 LOD IIRC that's what foundations have
Spokloo
SpoklooOP•2mo ago
1 is just the default mesh though right?
Rex
Rex•2mo ago
Oh, I mean 1 extra LOD in addition to the "full resolution" mesh
Spokloo
SpoklooOP•2mo ago
Aaah
Spokloo
SpoklooOP•2mo ago
That's the distance where it switches to LOD 1 x)
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Spokloo
SpoklooOP•2mo ago
Seems a bit far away 🤣
Rex
Rex•2mo ago
I have no idea myself
Spokloo
SpoklooOP•2mo ago
Idk what's the best distance
AngryBeaver
AngryBeaver•2mo ago
when you just barely notice the swap , or, what you need to do for performance reasons. but you usually do that version after doing the first one
Rex
Rex•2mo ago
?
AngryBeaver
AngryBeaver•2mo ago
?
Spokloo
SpoklooOP•2mo ago
but you usually do that version after doing the first one
I don't understand that either You mean the distance should be the minimum distance that you cannot see the change anymore right?
Rex
Rex•2mo ago
I can't parse this at all, sorry
AngryBeaver
AngryBeaver•2mo ago
option A: change just as you barely notice it, but still noticable option B: change when performance monitoring says to Nobody picks option B first, they usually start at option A
Spokloo
SpoklooOP•2mo ago
Ah so it should still be noticable? What's the performance monitoring?
Rex
Rex•2mo ago
Profiling, basically
Spokloo
SpoklooOP•2mo ago
I mean in unreal, like where is it, what does it look like, how can I see it telling me to change LOD?
AngryBeaver
AngryBeaver•2mo ago
If you have to ask it's not your problem
Spokloo
SpoklooOP•2mo ago
Hmmm ok, I'll do option A then x) thanks
Spokloo
SpoklooOP•2mo ago
Hum, because of the seam in the UV mapping for the ficsit set, it creates a weird line in the grip metal material
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Spokloo
SpoklooOP•2mo ago
Maybe I have to make a custom mesh for grip metal to fix this?
Rex
Rex•2mo ago
What does grip metal look like without the UV seam?
Spokloo
SpoklooOP•2mo ago
Didn't try it but the line should not appear on quarter foundations since on regular foundations the line cuts the foundation into 4 parts in the middle
Rex
Rex•2mo ago
I'd try that I'm going to bed though, I'm really tired
Spokloo
SpoklooOP•2mo ago
Same, unfortunately work gets in the way 🫠
Marca
Marca•2mo ago
Set the textures in blender to be mirrored instead of repeat But there is no eay to see the texture in the uv preview do the mirroring too, only repeat :sadcat:
Marca
Marca•2mo ago
As in
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Spokloo
SpoklooOP•2mo ago
Ah ok thanks I'll take a look at it tonight
Marca
Marca•2mo ago
To at least have the repeating texture in the uv preview, just click n and in the view tab enable "Repeat Image" There must be an image attached for it to be visible
Rex
Rex•2mo ago
For a quarter foundation, you should be able to get everything inside the UV preview
Marca
Marca•2mo ago
That too, but it's easier to just take the current uvs and just scale them down around the edges or whatnot. At least that's what I did for the half/short/half short foundation ramp/stair variants
Rex
Rex•2mo ago
I said this because Spokloo happens to be working on quarter foundations 😄
Marca
Marca•2mo ago
Did end up with some broken uvs and normals, but that's just blender being a bit funny sometimes
Marca
Marca•2mo ago
Well this one is on the same size, I just split along the vertical split and then just scaled the uvs for the faces, tbf I do have most of them done by selecting the midline and then shift+s and cursor to selected, and then scale by x by -1 for the other side, then select the right edge and shift+s and cursor to selected and scale the midline by 0.5 or 0.25 and whatnot. I just didn't for this one xD
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Marca
Marca•2mo ago
I.e. like this one xD
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Spokloo
SpoklooOP•2mo ago
It worked btw thanks They look really great! I also fixed this by making another mesh for the grip metal variant and removing the seam and removing the offset
Spokloo
SpoklooOP•2mo ago
The LOD version of the concrete mesh is really rough, is there a way to fix this?
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Spokloo
SpoklooOP•2mo ago
Or is this even necessary? Since the concrete mesh has really few triangles 40 triangles on highest LOD so maybe it doesn't need any LODs?
Rex
Rex•2mo ago
I think that's what I saw on the base game meshes, if you don't see them it doesn't matter
Spokloo
SpoklooOP•2mo ago
Ah ok, thanks
Spokloo
SpoklooOP•2mo ago
They're done! :wonke:
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Spokloo
SpoklooOP•2mo ago
Missing the icons and I'll release version 0.1.0 of my mod I think. Since it's the very first complete feature I think that's fair
Rex
Rex•2mo ago
Can't wait!
Spokloo
SpoklooOP•2mo ago
Same hehe
AngryBeaver
AngryBeaver•2mo ago
I like to have some bevels and such and then pull them off. Hence the two LODs, one being the 12 poly cube and the other being the like 80 with trims and stuff
Rex
Rex•2mo ago
12 poly cube, 2 tris per face?
AngryBeaver
AngryBeaver•2mo ago
Yup. At a distance it's often enough
Spokloo
SpoklooOP•2mo ago
I think the concrete one already has 12 (at least in blender) Have you managed to make icons for these? If so how did you do? I tried to use Beaver's tool but I can't figure it out
Marca
Marca•2mo ago
Currently in the process of making an ingame icon generator xD Just have a few more things to finish with the UI and then I should be able to do something very soon, once I've made sure it works perfectly I'll probably go ahead and upload the mod
Spokloo
SpoklooOP•2mo ago
Oh ok that's nice! How does yours work?
Marca
Marca•2mo ago
It'll hopefully just be a load into a creative world or something, and then click some handy little button somewhere which then throws you into a completely separate level which is where you'll have access to every item and buildable descriptor in the game to select from, you then add them to a list of models to generate icons for. And then it's going to functionally work the way the ue outliner and inspector works, as in select multiple entries and edit them simultaneously, or select one and edit that separately. It will also show you what the icon for the first selected descriptor would look like. And then a simple "Generate" button or something which then goes through every descriptor you added one by one, and it will capture both the final image and depth image, because I WILL forcefully disable anti aliasing And depth of field So it will just capture a relatively high res image and then do super sampled downscaling (I.e. averaging the colors of the smaller pixels in the larger pixels)
Spokloo
SpoklooOP•2mo ago
Damn, seems really nice I'll be away for the weekend so I won't be able to upload my mod yet sadly 😦
Marca
Marca•2mo ago
Meanwhile I've been rather busy with university deadlines so fun. I only have one project to finish before the 28th of november, which I hope to complete by next week, I will try to continue doing some work when I have time. Hopefully I can do some work when I get home from university tomorrow and get one of the most important parts (The descriptor selection lists, which require that I make some slight modifications to the base ue5 slate list because it has a very bad multi selection mode) and then I can continue to integrate the scene settings and then I just need to get the scene capturing and I should be done. Maybe in the future I'll make it possible to get additional point lights or for example the fog wall thingy for connections and whatnot, but for a first version I will skip those things and only do the meshes and materials with 3 lights...
Spokloo
SpoklooOP•2mo ago
It's alright take your time :happyko:
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