#ue4-general

1 messages · Page 126 of 1

pallid compass
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look at them layers

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jfc

grim sinew
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in t he channels

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shouldnt even matter if you do it now or if you do it when you're done

pallid compass
grim sinew
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but yeah minor stuff like this is why i gave up on quixel. it's just broken in tiny bits everywhere

pallid compass
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aparently its already blue?

grim sinew
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lolwut, why are they colored? what version of photoshop is this

pallid compass
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honestly same

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its broken af

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20156

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2015

grim sinew
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i've -never- seen them colored like that, and I've used PS2, PS4, PS5, PS6, CC 2016, and CC 2017.

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ah whatever, just flood it with white anyway, should do it

pallid compass
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wait is rgb/8 the right format for normals?

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flooding does nothing

grim sinew
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quixel usually works with rgb/16, but it honestly won't matter since unreal doesn't import HDR normals

pallid compass
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gotcha

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there is something up

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quixel does not normally make my normals

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this colour

grim sinew
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ah well it's fine. just wrap up your work on it and fix it afterwards. point is, unreal strips out the blue channel anyway with BXT5 compression, so as long as you at some point make it pure white in the blue channel even if it's on a flattened image when you're done, it won't matter

pallid compass
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well wtf

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there is no option to open projects in NDO

grim sinew
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that tiny box below the x icon in the ndo2 window should have stuff

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i forget if it opens projects from there, or if it just autodetects when photoshop opens one

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the biggest surprise here is you're still using photoshop cc 2015? i didnt even know adobe let you keep old versions that long unless you were still on CS6 like I was until recently.

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aren't updates included with the subscription?

pallid compass
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i got it from college

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so iv got no clue

grim sinew
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ah

pallid compass
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opens project
ndo coverts all normals as if its photograph

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what.jpg

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why do i do this to my self

grim sinew
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pff

pallid compass
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jfc gonna throw my self off a bridge, why is there no good tutorials on mesh decal panel lines

worn granite
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maybe you should make one kappa

pallid compass
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i dont think i could panel my way out of a plastic bag

worn granite
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Not with that attitude

pallid compass
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give up asking tutors at college, they dont even know what day it is half the time, it sucks

grim sinew
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because it's pretty self explanatory. want me to write a tutorial right now? 1: Make a panel line texture like... 64x64 pixels. 2: Make a polygon plane, assign texture. 3: Stretch and extrude the plane until you wrap it around where you want the panel line to be. 4: Get a coffee, you're done.

worn granite
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m8 why are you at that college

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all you ever do is complain they're dumb

pallid compass
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Uk, City of liverpool College

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Its one of the main colleges in the uk, in one of our largest cities

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Because it makes me super mad that iv invested a ton of debt in too it, and they dont know what day it is

ionic sedge
worn granite
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Ah good ol sunk cost

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How long you got till you're done?

pallid compass
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2 years

worn granite
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If you're actually past the halfway point gl

pallid compass
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left

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yeah im just under half way

worn granite
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Ooh tough decision

pallid compass
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the worst part is its the best college around here

worn granite
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What major?

pallid compass
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They just spent 2.5mil on new tech

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and get get tutors

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environmental games design diploma, HND

worn granite
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Is it for games ______

pallid compass
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if thats spelt correctly

worn granite
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Wew lad

pallid compass
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Put it this way right

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There getting us to model char's and rig them

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on an environmental course?

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wait no thats not the best bit

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We where being taught to make a "scare house" in ue4, blueprints right, moving stuff with matinee? and i got shouted at for doing it in c++ because he couldnt read it

worn granite
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Oh boy

pallid compass
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Place i wish i was joking

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Dont get me wrong, the tutors are lovely

worn granite
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Hey show me some reference they gave ya

grim sinew
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if you weren't halfway through, i would say pack your things and come out here

worn granite
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Like what you're meant to be modeling

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let me take a look

grim sinew
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you clearly hate the place

pallid compass
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Oh wait it gets better

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i do, but there is no where else around here

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They didnt have enough people wanting to do char art right

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so they merged them in to a Diploma for envri design

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the one im doing

worn granite
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Do they even provide a folio ?

pallid compass
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and non of them know how to model

worn granite
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Or like some kind of reference ?

pallid compass
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They made us make a portfolio, on year one, out of 5 years

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when u have 0 work to show

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makes no sense.

worn granite
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Cause I'm willing to bet as a programmer I can pick it apart

pallid compass
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il log in to the VLE and get some

worn granite
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If I give more valid criticism than the people running it, you should leave.

grim sinew
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5 years? o.O As someone in the US, that sounds so weird to hear

pallid compass
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2 Years doing a level 3 degree, then u do 2 years getting your HND, then u can do 1 more year to raise it to a degree

light thunder
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how do I migrate EVERYTHING from one project to another

grim sinew
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copy+paste

pallid compass
worn granite
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There's literally a tool to do so

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what in the hell

pallid compass
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Yup

worn granite
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Fuck me

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Alright

grim sinew
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"3D Modeling for Computer Game" Yeah but only a single one, that's all you get!

worn granite
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Unit 18 and 69 ( ͡° ͜ʖ ͡°)

grim sinew
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So is this an online thing you're doing?

pallid compass
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no

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This is in a huge college

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like

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BIG

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we have two rooms over 2 floors

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there is around 400 computers

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room full of 27 cintiq's, we got mo cap gear

grim sinew
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Sounds standard

pallid compass
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the lot

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and no one knows anytihng

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anything

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Task 1 LOD1

 

·         Create a Blog named - My Blueprint Lab (2.2)
 

·         Research and blogpost information explaining the principles of procedural programming (500 words) (1.1)
Upload a word document with your tested Link to your Blog Index for this specific unit```
grim sinew
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I've been to 2 colleges for this, what you're describing is why I -left- the first one 2 years through, uprooted my whole life to move across the country, and went to a better one

pallid compass
worn granite
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bruh

pallid compass
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but yeah

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This is level 6

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i think its called level 4 in the USA?

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maybe

worn granite
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INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION

pallid compass
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Its the uni level degree anyway

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the last one u would do before u went industry

ionic sedge
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It's called Procedural Programming but you got shouted at for using C++? 🤔

pallid compass
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Yes

worn granite
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IKR?

grim sinew
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we don't refer to them as levels, but i get the idea

pallid compass
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So i exposed my c++ to bp

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and was like

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"done"

worn granite
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The fact that you can expose C++ to BP means that you could likely teach the class - sad as it is

pallid compass
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Well funny thing

worn granite
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Not that its hard

pallid compass
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So i did my first year right

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then on my second year

grim sinew
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From the sound of it I could just singlehandedly teach that entire school

pallid compass
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They said to me

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we want to bump you to our highest level and we want u to teach

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and once uv got ur degree we will pay u 17 pound an hour

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so i basically skipped a year

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u could zero lmao

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I am ment to be flying out to TNG studios sometime soon in LA to do some interning there and learn

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Thats the only thing that keeps me going 😂

grim sinew
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If you come out to LA, visit Gnomon. You won't regret it, even if all you do is get the event schedule.

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Those free events here will probably give you more than a whole class there

pallid compass
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Id kill to go out and study there full time, but its just the living costs

worn granite
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This is why I consider games courses to be a joke

grim sinew
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Oh yeah, a lot of them are. A LOT of them.

pallid compass
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So since college is abit crap, i have just been working on my small game with a few friends, and refining all my skills everyday

grim sinew
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Also, living costs are painful, I will admit that.

pallid compass
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no parents either, so im just a solo polo working my butt off

worn granite
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I feel bad for you man

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You got conned into a loan

torpid pecan
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Hello guys. I am looking to use UE to create a film. The main character's face needs to be as detailed and realistic as possible, I have 3D modeling experience but none in gaming. Where do I start in creating this character?

grim sinew
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Generally in zbrush

pallid compass
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I always tell my self it could be worse, so if i at least gey my degree i would be able to have it as a fall back to teach there and get paid i guess

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There is not even anything in there 10/10

grim sinew
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....that's an art test?

pallid compass
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oh wait i found it

worn granite
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What bothers me the most is that this school is forcing you to blog

grim sinew
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Know what @pallid compass , I'm going to send you a link, and I want you to really consider it, because this is painful to watch

torpid pecan
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I understand z-brush, but how do I get started with a human male model? Do I get one pre-made and modify it? What are the Poly limits? What's the best way to do the facial speaking animation?

pallid compass
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PLACE THATS WHAT I DONT GET FAM

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why do we have to blog all this crap

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It makes

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0 SENSE

worn granite
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btw there's gotta be a more detailed view of this

pallid compass
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There should be task sheets but its empty

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lemi get u the unit 18 one

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btw funny thing

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HND year 1,2,3

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are all doing

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the same scare house

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like WHAT

grim sinew
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@pallid compass https://www.gnomon.edu/courses/online Here. Use this to get around the moving problem. See if it's in your budget, find some things you're interested in, and I'll tell you if the teacher for it's good or not. Sometimes for the online stuff they have different people teaching than the in person stuff since schedules get booked.

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https://www.youtube.com/user/gnomonschool/videos also a LOT of the events they have go on are on youtube for free

pallid compass
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oh wow wtf no grading sheets in unit 18 either D:

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10 weeks for #1323 is not bad i guess

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dollers*

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I would like to be a Programmer, and my backup to be hard surface modelling

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But i can do a little bit of everything

plush yew
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@torpid pecan You should make your own model. I'd say tri counts for AAA games (Witcher 3, Horizon) are around 80k

grim sinew
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Yeah, it's how all the classes here are. 10 weeks per term, we usually take 6 classes per term.

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Time investment depends on the class. Some are pretty easy, some ask like 20-30 hours of work a week of you.

pallid compass
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Gotta work hard to get good

worn granite
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Yeah you gonna have a solid programming background with BP fundamentals and being chewed out for exploring

pallid compass
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Right now im just focusing on my hard surface work so i have some assets to work with and really go deep with programming

worn granite
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Great school

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Are you making a solid portfolio alongside whatever the school makes you do @pallid compass ?

pallid compass
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well

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i like to say

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fuck no

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because there work is crap

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I wouldnt put anything they have mad us do on my portfolio

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made*

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I feel it would be executing my self

worn granite
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So you are, and you're excluding required stuff?

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Even better

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that's nice because you'll need it

pallid compass
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I feel there work, that is what they ask of us

grim sinew
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Yeah you need to be building your portfolio now. Sooner the better. When you graduate, you want to have a lot to go through and pick from

pallid compass
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is no where near industry level

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true

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last year, the other level 3 class, got 1 class in modelling LOL it was insane

grim sinew
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I did this in Hard Surface 2 here

pallid compass
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Dam thats nice ;o

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iv been doing alot of astmosphere based fighter ships recently

grim sinew
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This was about a year and a half ago now

torpid pecan
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Thanks @plush yew The facial animation doesn;t need to be real-time capture as I will be cleaning it up myself. I am looking to grab a ready made male and then customize it as I don't want to recreate the human male. Is there a good male character asset somewhere that is idea for developing in UE?

grim sinew
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If you do something like this, it has every single challenge hard surface modeling will ever have on it.

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Once you pull something like this off, you're good on hard surface.

pallid compass
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dam ;o

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i cant imagine how nice that thing would look textured

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Is that chamfered average normals i see?

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or is it high poly af

grim sinew
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High. Sub-d modeling all the way.

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It would be like a day of work to get this game ready though.

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Baking something like this wouldn't be hard at all

pallid compass
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i recently discovered chamfered average vertex normal work & mesh decals

grim sinew
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The individual pieces are rather simple

pallid compass
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so im refining my workflow again

grim sinew
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I did UV it as part of the requirements, but we didn't need to texture it or anything so I didn't. In fact we were told to model out every detail, so even the tiny lambo logo on the front hood is mesh extruded from an illustrator trace I did.

pallid compass
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oh dam ;o

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thats nice

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are you a maya, max or blender guy?

grim sinew
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Maya, whole school uses it since it's standard in films and games.

pallid compass
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same here

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Maya, Zbrush, Quixel, Substance, Xnormal, Photoshop

grim sinew
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They get pretty much everything we need. A single student asked for upgrading to 64gb of ram for houdini sims and they had it ready the next term.

pallid compass
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wtf lmao

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thats insaine

lethal hull
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mm I could never get on with Maya

pallid compass
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MILLENIA

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I keep meaning to talk to you

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il stalk your work all the time

lethal hull
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I had to use it on a project at work a while ago for exports

pallid compass
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its 10/10

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Where did u learn to texture millenia?

lethal hull
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I started out making custom weapon skins for Counter-Strike 1.6 back in the day

pallid compass
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oh dam

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I keep looking at your ships

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and i cant even get my head around it

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There so good

lethal hull
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they're just built from a lot of simple parts really

grim sinew
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Yeah I imagine it's just an atlas somewhere, right?

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And you build it like a lego from there

pallid compass
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Right now i have a mask workflow using tiling textures, then i want to atlas the panels and stuff on

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and i was looking at your work and i was just like

lethal hull
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Yeah I've got a couple of modular kits and a main panel texture

pallid compass
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"what"

lethal hull
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I tend to use vertex colour & colour ID maps in the shader so I can tint everything in the engine as well

pallid compass
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I have ID masks, for area's

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i use tiling textures on them

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i also have a grime and scratch mask

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for tinting

solar quarry
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@grim sinew hey noctis what uni you go to?

lethal hull
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I tend to mask whole areas and then apply things on top of the base colour/roughness/metallic

pallid compass
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This is kinda where im at right now

grim sinew
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Hahaha, the Gnomon School of Visual Effects.

lethal hull
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rather than tinting textures

grim sinew
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About to graduate in like 2 months.

pallid compass
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Now im just trying to figure out how to apply panels properly

solar quarry
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@grim sinew good for you noctis, then if you fail as a prince, you can still develop

pallid compass
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Could u offer any advice? since u are building hard surface ships similar to what im doing (except mine are alot smaller)

lethal hull
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well

grim sinew
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Thank you! I'm going to rebuild the entire city in VR so the construction workers can get it just right.

lethal hull
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it depends on your use case what the best way is to build them really

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you could use normal maps or geometry, unique maps or tiling/modular materials

grim sinew
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Even down to the giant cup noodle hats everyone was forced to wear, and there's nobody alive left that can argue with me.

lethal hull
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there really isn't one right answer

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you need to decide what's best for your particular project

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we went through quite a few iterations to arrive at the current workflow

solar quarry
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@grim sinew but your dead though

pallid compass
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Right now iv been diving in to the Mesh decal system, as its what star citizen uses so i thought id give it ago

plush yew
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@solar quarry Spoilers!

lethal hull
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the mesh decals are OK but they have too many issues for me to be reliable in production use

pallid compass
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Yeah iv changed my workflow alot too, i like the decal system alot, im just struggling to get good looking panel lines

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Oh?

lethal hull
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they really need more love from Epic

solar quarry
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@grim sinew sure you killed the one guy who could stop you but...

grim sinew
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You don't know that! Also wait, if I'm dead, how am I using discord?! o.O I guess that ring has good wifi.

solar quarry
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@grim sinew damn so you coming back huh?

lethal hull
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I only use the dbuffer decals for my actual graphic decals so they just pass on base colour info

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but not at all for normal maps

grim sinew
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I made Squeenix a mountain of money, of course I am.

plush yew
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@pallid compass What part of the panel decals are you struggling with?

pallid compass
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If its not out of order to ask, and you are allowed would u mind showing me how u do your panels? just so i can get an idea as iv been running circles for awhile

lethal hull
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it's literally just a texture with a bunch of different panels on it

solar quarry
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@grim sinew hopefully this time round all of the city's and empires are actually created and finished

pallid compass
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its easy to get straight lines and stuff, but once it gets more complex im abit lost getting it all to look right

solar quarry
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as opposed to two regions with the rest of it being only accessible once

pallid compass
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I did try painting panels on to a normal map but, i just couldnt get it to look nice with my lack of expert uving

lethal hull
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yeah those panel line strips are annoying to do

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part reason why I don't use them

grim sinew
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At least I didn't turn out like Duke after escaping development hell.

solar quarry
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don't get me wrong, ffxv is a great game but.... damn I wish it had more

pallid compass
grim sinew
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Yeah, and I haven't played the DLC since I'm just waiting on the Steam ver.

pallid compass
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that has only half loaded 😂

solar quarry
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if I hadn't completed every side quest first, I'de have probably completed the main story within a couple days

lethal hull
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that's mostly just textures

pallid compass
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oh wow wth

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Thats so clean

grim sinew
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Yeah, it's a shame how much of that game was scrapped. They put a LOT of work into completely unused portions.

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At least it got out the door though

lethal hull
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I use the normal, ambient occlusion, curvature, grunge amount and edge wear masks in UV space

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then the grunge etc is applied with triplanar

solar quarry
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@grim sinew yeah man, 10 years of development, scrap a shit ton of it

lethal hull
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masks the low res nature of things

solar quarry
#

so much potential thrown into a bin

lethal hull
#

the curvature and AO are packed with normal map compression which means you don't get any visible banding

pallid compass
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Is that all on one UV map?

lethal hull
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Three

pallid compass
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Ah so 3 materials per ship?

lethal hull
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varies 😛

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depends which components the ships have

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but between 2 and 4 maps usually

pallid compass
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gotcha

lethal hull
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for the main body anyway

pallid compass
#

Perhaps its just my uvs then, thats why i cant get good looking panel lines on textures

lethal hull
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then there's stuff like spotlight decals, manufacturer decals, window textures

pallid compass
#

Would u mind showing the texture file for that ship?

solar quarry
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everyone here creating things like Lamborghini Veneno's and I'm still noobing my way through landscaping

lethal hull
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sure, sec

grim sinew
pallid compass
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oh what is this ;o

lethal hull
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the first one is the panel mat with all 8 vertex colour tints applied

grim sinew
#

For @solar quarry , plugin for world machine that helps significantly

lethal hull
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i change them in the shader for skins etc

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the other two use colour ID maps to do the same exact thing except in UV space

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rather than mesh based masking

pallid compass
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oh i see 😮

solar quarry
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@grim sinew yeah, gonna download that

pallid compass
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its all tiling

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thats amazing

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mfw Mellenia and zero have taught me more in 30 mins than my college has in past 2 months

lethal hull
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ArtStation

Original concept by Mike Hill. I am responsible for the entire game asset as well as completely new procedural shaders in UE4 that will be shared by all ships in the game, showcased here. I reduced the base cost of the asset a fair bit - triangle count has gone down from 347k to 170k and the amount of materials has gone down from 19 to 7. Might add more breakdown here later if I get the chance!

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the skins there have some nice examples of these masks are useful

solar quarry
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@grim sinew for now tho I gotta create a blockout for my level and submit it by the end of this week

grim sinew
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Play around with the free ver first to get a handle on it, but yeah I wouldn't go back to vanilla world machine after using this

lethal hull
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I do as much as possible in the shader so I don't have to have multiple textures for one sheet

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even the manufacturer decals like the main USR logo etc use colour ID maps to mask so I can tint them separately

pallid compass
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Do you mind if i ask a few more questions? as iv only just moved over from quixel to substance

lethal hull
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Sure

pallid compass
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man i dont even know what im trying to ask lmao, erm

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So you apply your textures tiling correct?

lethal hull
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well

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it's more of a modular kit rather than tiling

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it's more of an ikea flat pack thing where you gotta put the thing back together yourself

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but you use those texture kits to build pieces and then just build it out of that mesh kit

pallid compass
lethal hull
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obviously the panel texture itself is more tiling in nature but even then I only use individual sections of it mapped manually

pallid compass
#

Im looking at this tiling section here

lethal hull
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yeah that's one panel mesh repeated

pallid compass
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So are they just 6 uv quads

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stack on to the same place?

grim sinew
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@solar quarry http://www.quadspinner.com/GeoGlyph/Library Here's everything GeoGlyph can do. Just keep in mind it's a plugin for world machine, it can't do anything on its own. And if your class needs BSP blockout stuff on top of that, that you'll need to of course handle on your own outside of this, this is just a terrain tool.

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They're working on a standalone version, but it's taking a -long- time

solar quarry
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@grim sinew yeah I know

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just downloaded world machine

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basically just struggling with where to start with the blockout

lethal hull
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I use custom vertex normals for all the chamfers btw

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helps with the shading

pallid compass
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ah same i learned it afew days ago helps alot

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So them 6 panel area's

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are the UV's all stacked on top of each other

lethal hull
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Well it's the same object so yeah

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just literally repeated the object itself

pallid compass
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gotcha

grim sinew
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@pallid compass https://gumroad.com/l/MayaFWVN# This may help with fixing normals btw

pallid compass
#

i have that ;o

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and the paid thingy too

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Its really handy

lethal hull
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I wish someone made a nicer vertex normal toolkit for Max

grim sinew
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I think I saw one the other day

pallid compass
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Okay this makes more sense now,

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You made the textures in substance i guess? then u go back in to max and assign the uv's all too the correct places?

lethal hull
#

well the masks yeah

solar quarry
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for some reason I can't get world machine to start

lethal hull
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the normals are a combination of nDo2 and mesh bakes

pallid compass
#

gotcha

#

Can u tell me a little bit more about your masks? this is very different to my workflow as i tend to use tiling texture and id masks

solar quarry
#

oh wait... got it to work

lethal hull
#

just curvature, AO, grunge amount and edge wear

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the actual amounts are controlled in the shader

pallid compass
lethal hull
#

the grunge amount just fades the tiling triplanar grunge pass in predetermined areas so it doesn't look all samey

pallid compass
#

gotcha, i forgot about that oops

#

they have a tiled panel material

#

and i just dont get how u could get that to work so well lmao

lethal hull
#

Experience mostly 😛

pallid compass
#

Yeah true

#

U would need perfect uv's for that stuff

lethal hull
#

it's not that hard really

pallid compass
#

Do you not think?

#

I might give it ago on a cube lmao

lethal hull
#

you just need decent topology and just manually straightening stuff out

#

if your topology is bad your UVs won't be great either

pallid compass
#

Yeah tbh im not good at uv's

lethal hull
#

90% of my job is just literally modeling and UVing stuff haha

pallid compass
#

omg

#

Care to show some uv's so i can compare my own and see the errors of my ways

lethal hull
#

it's just straight lines really

#

they're not really easy to visualize as nothing is really inside the 0-1 space 😛

#

i just scatter stuff around and move it until it looks good in the viewport

pallid compass
#

u make it round easy haha

#

i think my issue is prob my uv scaling

#

to get equal texture density

lethal hull
#

that's where things like triplanar grunge help

#

because it gets applied at a consistent scale regardless

#

I can mirror, reuse, stretch and scale stuff pretty far before things break just because that hides all of it

pallid compass
#

I will need to look in too that more

#

Im just currently searching for an example of a Panel tiling texture so i can make my own and try it out

lethal hull
#

depends on the style you're after really

#

the ones for our three manufacturers all look pretty drastically different

pallid compass
#

Just to try it out, iv never tried tiling stuff like that before

lethal hull
#

yeah that'll work

pallid compass
#

my guess is, it must all connect in the same place at the top and bottom

#

Then im wondering how they got tiling mat to do that

lethal hull
#

well you can make cuts anywhere

#

just fiddle around until it looks good

#

takes a bit of trial and error

pallid compass
#

Not 100% sure what i mean by that, im looking for a online example right now

#

god dam i just gotta find a flat version of that white texture then it should make more sense 😂

lethal hull
#

you could just try a few things out yourself 😛

#

it's better to figure out on your own anyway

pallid compass
#

I would but i have 0 clue where to start, if i can see Point A and Z, then figuring the rest out is not too hard

#

I see it

#

its a hard edge cut

#

But then how the heck do they have that panel like perfectly between them o_O

#

omni directional tiled metal plates textures is the term i think im looking for,

lethal hull
#

Remember you can use alphas too if you wanna go really fine

pallid compass
#

Getting there

#

😂

#

drawing them on an angle is not so easy though

lethal hull
#

I'd avoid going too gridlike, not all lines need to go through

pallid compass
#

I was trying to make some slanted lines

#

but for some reason angles go weird af

lethal hull
#

yeah I quite like just baking down these maps tbh

#

gives a nice amount of control

pallid compass
#

I could do it in zbrush

#

But im not well educated on baking

sudden agate
#

how do you guys adjust the foliage texture to the landscape texture so it is visually seamless?

sterile plank
#

A tps, topdown, or flight is better as a base for twinstick movement?

pallid compass
#

Any is fine, if your really new go tps

#

Tga file save type on photoshop has vanished for me 😃 yay

sterile plank
#

it doesn't disappear, check your color mode

#

8bit 32bit..etc

#

or simply restart PS

pallid compass
#

@lethal hull you made this sound way easy, mine looks tacky af rn i think its my uvs

#

i just exported it as psd

torpid pecan
#

If I wanted to hire a freelancer to create a realistic male face for use in UE4, what would it cost roughly?

oblique stream
#

if i hide a light during gameplay, how do I update the built lighting?

pallid compass
#

You cant, baked lighting is offline only

hardy shard
#

Is there a difference between .fbx and .uasset ? or does it not matter ?

pallid compass
#

.fbx is general 3d modelling format

#

u.asset is file types imported

#

I believe they may also hold information as well

#

regarding to that assets use in the engine

#

i may be wrong

hardy shard
#

Still not 100% but thanks

fair violet
#

@sudden agate just match tints and make sure your indirect lighting is boosted enough to not have super dark shadows under the meshes. Takes a bit of tweaking.

#

Or if you are doing large scale worldspace color variation in the landscape material, make sure you apply the same variation to the foliage.

pallid compass
#

@grim sinew i think ima take your advice, if i can some how scrap they money ima take the course

keen birch
#

@hardy shard .uasset is the engine's data container

#

In the case of models it also includes the model data, but also stuff like the material setup, references, LOD stuff

warm tangle
#

Anyone know of any resources for in-game purchases/steam market integration? i did a cursory search and didn't see anything helpful show up

keen birch
#

That sort of thing

#

But it also does stuff like Blueprints, in which case it's just your entire BP in that little file

pallid compass
#

Does anyone have a poly count link for a good tutorial for doing UV's for large objects that u will tile textures on

velvet cliff
#

@hardy shard Like a .pbo in A3 + Hi 😄

distant river
glad onyx
#

is there a way to duplicate the details panel and lock its selection?

#

specifically, i want to be able to compare two components side by side

#

in Unity i can just add another inspector tab, lock one to the thing i currently have selected, and then click the object i want to compare with

#

that way i can side by side them

#

at the moment, the best i can figure out is to snap a screenshot

pallid compass
#

when maya booleans suddenly dont work with super simple shapes

#

10/10

ionic sedge
frank escarp
#

there is a blender addon that makes booleans way better to use

#

and its built in, just disabled by default

ionic sedge
#

What addon?

pallid compass
#

oh dam

#

rip me

#

mfw i suddenly realise i dont understand face weighting when im trying to do it to more complex object than cube

#

oops

frank escarp
#

@ionic sedge booltool

south ridge
#

Booltool is a funny name

pallid compass
#

that looks awesome ;o

ashen brook
#

yeah I love our new companion rig, making a 2.0 of Floppy is next 😃

pallid compass
#

Does anyone have a link to a detailed guide on vertex face weighting? there appears to be non on polycount

frank escarp
#

@pallid compass depends on the software

pallid compass
#

anything cube like is ez

#

after that im like pls no

#

oh and maya

frank escarp
#

i do know a way to do it with blender, and in fact there is a "WIP" version of blender that has it as an AUTOMATIC MODIFIER

pallid compass
#

I have AMT normal tool and AMT tool kit

#

yeah iv got an auto button for it

#

but it cant auto everything

frank escarp
#

the way the blender modifier works (in that beta version) is essentially by making smaller faces have less "weight" than bigger faces

#

so if a big face is surrounded by small faces, then the big face is the one with the weighted normals

#

its pretty much "1 click and go"

#

too bad that build is still a WIP build

#

from google summer of code

pallid compass
#

hmmm intresting

#

im not sure how my tool works tbh

tawdry finch
#

Hey everyone,

#

just curious, but in most studios it is expected for animators to own importing character animations themselves right?

#

I keep getting push back when I try to get the animation department to own importing animations and cinematic camera's and just wanted to be sure that animators owning the import stage of their animations was the norm

worn granite
#

Can't speak for studios, but I always at least expect art files for ue4 projects to import correctly without any additional tweaking if they're not delivered in ue4 - but I'm upfront with this.

south ridge
#

@tawdry finch at our place I do the tech art stuff so I'm the one importing models and fixing them up for the engine

#

While the artists just make the model itself to a specific format

near crow
#

I mean at a studio wouldnt that be the technical artists job?

wary wave
#

Here each individual is responsible for importing their own assets

#

it's just one step in the pipeline

#

if an individual isn't responsible for it, you just end up adding pointless delay in assets needing revision because they don't look right in the engine for whatever reason

#

whereas otherwise the artist will see it immediately and can fix it before it even goes into the repo

near crow
#

well if it works for @wary wave Then its a good methodology. (PS when i was first getting into unreal your tuts helped a ton!

wary wave
#

Haha, no worries - that was a long time ago now xD

ashen brook
#

Same here - artists import their own stuff, and if there are problems they can't fix themselves they go to the tech artist for help

wary wave
#

where did this come from and why does it exist :o?

upper heart
#

it's been around for a while now. I use it for web dev or editing data files (json). It's a lot more lightweight than opening vs.

ionic sedge
#

That question is the first question answered in the FAQ. 😛

shell jetty
#

it's for those who like to use notepad style editors

wary wave
#

I give it two years before it becomes overwhelmed with Microsoft bloat and abandoned

shell jetty
#

for me VS Code replaced Notepad++

#

VS Code is pretty much opensourced too

upper heart
#

right same here

shell jetty
#

it's 2 years old already

#

Powershell ide convert to VS Code as a editor

surreal viper
#

vs code looks okay but there are more sublime editors out there

frank escarp
#

@wary wave at the moment its prettty damn good

#

its like Atom, but faster

wary wave
#

yeah, looks pretty reasonable

frank escarp
#

still has all the bloat Electron has, but they have it manageable

wary wave
#

just need to read up on the license terms, but it looks like it's totally free, unlike Community

sleek spear
#

i have a very large object on my level and when i look away from its origin/pivot, it disapears. probably because of culling. can i disaple that for that specific object?

wary wave
#

no - you probably need to fix your bounds

#

on an unrelated note, anyone know what the impact of scaling is on HISMs?

#

does having HISM instances with dfifering scales have any impact? I assume not since it's part of the transform, but figured it worth checking

wary wave
#

@frank escarp - don't suppose you've tested mesh slicing on Ps4, and know what the performance is like?

frank escarp
#

havent

wary wave
#

ah no worries, I'll have to make a quick test project this afternoon / tomorrow morning then, cheers anyway

frank escarp
#

what are you doing for ps4?

wary wave
#

a game

#

I can't say much more than that, heh

frank escarp
#

i dont think mesh slicing would be performance intensive

#

other than maybe physics collision on it?

wary wave
#

I think it depends on how many slices you're doing

frank escarp
#

probably not more than 1 per frame

wary wave
#

I'd like to do quite a few slices at once, so we'll see how I get on

feral echo
#

I have just missclick rebuild button in vs..not I have a one hour free time while engine is building...how you doing?.....

#

VS code supports ue4? Or it just like notepad without any solution and project stuff?

shell jetty
#

@feral echo it can run and stuff put you have to write those like in notepad plus it have intellisense

frank crane
#

hi guys! I have a recurrent user problem: I'm working on a modular scene, and I've just imported tons of meshes. Is there a way to assign a material to all of these assets in the content browser?

#

Unfortunaltely Bulk Assign doesn't allow me to change the material property...

light thunder
#

What is the proper channel here for optimization questions? I'm leaning towards Graphics but that is also a component of level-design isn't it?

wary wave
#

depends on the question really

#

optimisation is usually related to something else

#

i.e. whatever it is you're optimising

plush yew
#

Anyone use Brackets? I find it amazing lol

feral echo
#

is there any way to save editor preference in perforce? So it wont get back to the default after p4clean

#

I'm runing into the troubles with eqs check box because of that

rain mortar
#

good day simple question if i designning a open world game in unreal should i start the project in c++ or start it with just using blueprints and then go into c++

wary wave
#

I'll be a bit blunt and say that if you have to ask that question you might not be ready for building an open-world game

#

Open worlds tend to take a fair amount of engineering work, but also require an enormous amount of man hours to generate content, even in the sparser games

rain mortar
#

ty for the reply

wary wave
#

even so, the answer comes down to 'it really just depends what you want to achieve'

#

the question is a bit too broad to really be able to answer easily

#

You certainly could do an open world game entirely in blueprint, if you wanted to, but blueprint does have it's limits

rain mortar
#

well just want to get a basic level up with a worlking landscape not like the Kite Demo but close to it and then go from there i know what i can see in the future is c++ but just was thinking maybe it would be smart to start with blueprints first to get my hands down on how everthing works but did not want to bottle neck me or push to far and then get stuck on where to go

wary wave
#

normally when people make open world games, they start by defining their requirements, then work on building a custom tool chain / data pipeline to facilitate content creation and gameplay systems

tardy ocean
#

Hi does anyone know how to decrease the size of the apk of his android game? the final file is heavy :- / identify me so that I see the answer right away

rain mortar
#

@wary wave ty for your pointers

wary wave
#

@tardy ocean - you can cut a lot of the default content out to get the file size down; you should be able to find some guides online

#

I've seen people get blank projects down to 20MB or even less

tardy ocean
#

okay thank verry much, i'll search ^^

bright wave
#

hi

#

someone knows what "Disable fullscreen optimizations" in windows 10 means

#

what does this function do?

#

someone know it?

light thunder
#

When I was learning, I made a firetruck with a lot of flashing and some rotating lights....Is there a way for the lights to be visible from far away but with not such a large attenutation radius, also, how can I have my lights rotate and be visible but not exceed the limit of 4 overlapping dynamic lights???

crisp spoke
#
PCGamesN

The professional partnership of Jan Kaluza and Remi Crespo began, as I imagine most game studios do, with an open request for technical help in the Unreal Engine forums. “Back then I actually had a company that I was running,” Crespo tells us, “and I was trying to figure out a Material question in relation to a project that I was working on.” Read more: the greatest indie games on PC.

pallid compass
#

Question about scale, if u where building a game with flying ships or something

#

u would work the ships to similar size to the manniquin right?

ionic sedge
#

If you want tiny ships. 😛

#

Wouldn't you want real scale so the PBR looks good?-

pallid compass
#

Is that what i should do?

#

im tiling everything

#

I was worried

#

Going huge

#

would cause some issues maybe?

#

lighting, or textures, or camera's etc

frank escarp
#

@ionic sedge doesnt work like that mate

#

the scale doesnt matter at all

pallid compass
#

Hey vblanco ^^

frank escarp
#

just use whatever the hell you want for scale. Probably keep it similar to normal ue4 (mannequin/character) due to physics

pallid compass
#

Thats what i was thinking

wary wave
#

banana for scale

pallid compass
#

then if u ever stood next to a ship for X reason

#

u could just scale the ship up

#

with full tilling textures it look fine right?

ionic sedge
#

If you used tiny ships wouldn't that cause the generated physics assets and stuff to have very little mass?

pallid compass
#

im cheating and not using physics for movement

ionic sedge
#

Plus you couldn't model with "real life" measurements. Anyway I haven't made a space game so I have no idea. 😛

#

And you couldn't walk around in the spaceship without scaling it up if you made it tiny in the first place.

pallid compass
#

true

#

many pro's and con's to it

#

Im just not aware at the moment of what backlash could come from building them scaled up

#

or i could build them all to manniquin size

#

and for scaleup for any visuals

ionic sedge
#

But if you have some other reference of scale it doesn't matter, I just think real life size is a good reference of scale.

pallid compass
#

do x8

#

or something

#

true true

#

Im just asking around if there is any issues building huge in the engine

safe rose
ionic sedge
#

It kind of depends on the scale, if your ships are kilometers long, probably yes. 😛

#

But 10-100m I don't think there are any issues, but I didn't really test it either.

ashen brook
#

heh

pallid compass
#

Jan

ashen brook
#
PCGamesN

The professional partnership of Jan Kaluza and Remi Crespo began, as I imagine most game studios do, with an open request for technical help in the Unreal Engine forums. “Back then I actually had a company that I was running,” Crespo tells us, “and I was trying to figure out a Material question in relation to a project that I was working on.” Read more: the greatest indie games on PC.

pallid compass
#

Share your brains pls

ashen brook
#

sup?

pallid compass
#

Do you know about any issues with Scale building big in ue4?

#

say i wanted to build fighter jets or something

ashen brook
#

what do you mean?

pallid compass
#

But i wanted to keep them to scale with the mannquin

ashen brook
#

big is fine, just use world composition and origin rebasing to avoid float precision errors at large coordinates

pallid compass
#

gotcha

ashen brook
#

don't go too small or you get weird lighting issues

#

found that out the hard way recently

pallid compass
#

so no big issues with lighting or anything with large meshes?

#

ah gotcha

ashen brook
#

any surface closer than 1 UU to a light source doesn't cast shadows

pallid compass
#

I think il build to scale then haha

ashen brook
#

depending on how close your camera can get to things, going for a 1:10 scale or so might be worth it

pallid compass
#

thinking Third person jet flying kinda thing

#

But it be nice to be able to walk around them

#

sort of hanger i guess

ionic sedge
#

You would need to think through how that would work, like when you land, does the ship and hangar get bigger? (with a normal mannequin size character walking around) and so on.

ashen brook
#

you can also just resize the mannequin

ionic sedge
#

But you could have separate sizes for the flying around/landed/walking around inside parts too, lots of ways to do it.

pallid compass
#

it be more like

#

out of cpombat

#

u can walk around your hanger

#

sorry for slow reply on the phone to useless internet engineers lmao

ionic sedge
#

What version are you using?

solar herald
#

Erm...

ionic sedge
#

I mean, what version are you trying to open the thing in?

solar herald
#

I tried all of them

ionic sedge
#

o_O

solar herald
#

That's not it, hold on

ashen brook
#

just click yes

solar herald
#

There was something about rebuilding something and that failed

ashen brook
#

then in the editor, in plugins, enable the runtimemeshcomponent plugin

solar herald
#

Oooh?

ionic sedge
#

On the marketplace it says 4.10-4.16, so it probably won't work in 4.17 for example.

solar herald
pallid compass
#

just had some internet proivder

#

put the phone down on me

#

because he didnt know what noise line margin was

solar herald
#

What's a noise line margin?

paper kernel
#

dsl line?

pallid compass
#

its noise in db

#

thats on broadband lines

#

he thought i was talking about noise coming out my router

solar herald
#

KEK

pallid compass
#

refused to put me through to a manager

#

and put phone down on me

solar herald
#

Unbelievable

pallid compass
#

so hes getting roasted now

#

they log everything

solar herald
#

You should use Microsoft Sam

paper kernel
#

when my ISP started their operation to kill the old landline connections to my previous apartment

#

(as in cut the connection every 20minutes and claim everything is working fine int heir end)

#

I had the send a tech on site twice

#

for no reason really

#

I knew he couldn't fix it but sending a guy on weekday from 400km away to check wiring that works just fine can't be cheap

#

I finally stopped buggin them when tech support guy called from his own phone and admitted they aren't allowed to maintain these old lines because they are net loss to the company

pallid compass
#

oh wow thats nuts

drifting spindle
#

I worked for AT&T for a bit, he's right.
They sell packages to shit neighborhoods, knowing damn well they aren't replacing the lines.

pallid compass
#

still on phone so slow reply

#

got my complaint in 😃

pallid compass
#

sorted

#

with compensation

drifting spindle
#

So after following a video on YouTube yesterday, I set up a procerdural "planet" (sphere with texture) system, and wanted to take it further.
Being new to UE4, I don't know much, but is it possible to use World Engine to create a bunch of terrain, that I can then have UE randomly generate onto one of my "planets"?

pallid compass
#

Yeah i guess that be possible

#

But im not sure if u can generate terrain offline from WM files

drifting spindle
#

Hmm,
Guess I gotta google some more.
My goal is to have "procedurally" generated terrain, but will settle for the ability to import specific terrain on the fly.

crisp spoke
#

@safe rose Ive seen that before 😉 I wont lie I thought of that later in production (but not the original inspiration)

quasi lake
#

Hey bros

#

How can I get my WSAD event in blueprint event graph

#

Which ones are they?

#

I only see game controller left joystick X and Y

dry shore
safe rose
#

Hey SaltyBro

#

@quasi lake Look at FPS Template

#

ProjectSettings->Input

quasi lake
#

ok

safe rose
dry shore
#

ok

pallid compass
#

mfw tiling textures on big objects be hard rip

quasi lake
#

Thanks ,solved @safe rose

#

Wierd

#

I cant find that event in my project

#

But it exists in the template project

#

Oh I need to set it in projectsetting

#

nvm

plush yew
#

my xyz axis is missing in viewport

#

@safe rose

safe rose
#

@plush yew Why are you pinging me?

plush yew
#

😛 cough

safe rose
#

Now I just won't help you on purpose

#

¯_(ツ)_/¯

plush yew
#

XD oh shit

safe rose
#

Just have some courtesy please

plush yew
#

but i am a vip

safe rose
#

Not even close

plush yew
#

😦

safe rose
#

@plush yew What do you mean it "disappeared" anyway?

plush yew
#

at the left bottom of the viewport there should be a xyz axis

safe rose
#

Aye, I figured as much

#

But, you aren't giving me anything else to go on here

plush yew
#

There isn#t more!

safe rose
#

Take a screenshot

#

Give me more

plush yew
#

gives victor more in a minute

safe rose
#

Hurry

fossil ore
#

Anyone knows why Sequencer doesn't want to play animation?

plush yew
fossil ore
#

I've made a new level sequence and I open it again.... doesn't want to work

plush yew
#

xyz icon is missing

safe rose
#

@plush yew Did you hit G ?

#

Yeah, you did

plush yew
#

-_- yes

safe rose
#

Did that solve your issue?

plush yew
#

yes

safe rose
#

😉

plush yew
#

i didnt know g also hides this

safe rose
#

Well now you do

plush yew
#

thanks

safe rose
#

@fossil ore Hmmm

#

Two reasons

#

1- Because you didn't tell it to

#

2- Because there's nothing to play

#

which one is it?

fossil ore
#

Nononono. There is something wrong with editing the sequence

safe rose
#

huh?

fossil ore
#

I have a character playing an animation

safe rose
#

What do you mean nononono

fossil ore
#

I want to move him closer to camera

#

None of the reasons you said are a factor

#

The actor has animation set in timeline

#

whenever I move that actor, animation is canceled and goes to T-pose

safe rose
#

@fossil ore timeline in sequencer or bp graph?

fossil ore
#

timeline in sequencer

safe rose
#

@fossil ore animation on the character?

fossil ore
#

lemme upload clip

safe rose
#

That's how I like it

#

More info to go on

fossil ore
#

It's really bothersome bug

safe rose
#

Hmm

#

Probably just something silly

#

Like Baby's

safe rose
#

hmm, didn't know about this site

#

Gotta check it out later

fossil ore
#

just press Play

safe rose
#

Yeah, I figured as much

#

Who knew

#

@fossil ore Wait

#

How are you moving these guys?

fossil ore
#

by selecting them?

#

even when I select transform from timeline

safe rose
#

Wrong word

fossil ore
#

it does the same

safe rose
#

Transform

#

Aye

#

@fossil ore But the animations are above it right?

fossil ore
#

yeah

safe rose
#

that crewman thing

#

And you know those work?

#

And they are being set to those characters?

fossil ore
#

each character has its own specific animation..... each character is a pawn

safe rose
#

pawns with skeletal meshes?

#

Not a Character class?

fossil ore
#

skeletal mesh

safe rose
#

Why

#

Anyway, doesn't matter

#

Are you sure those animations work?

fossil ore
#

It's just for render

#

They worked fine before..

safe rose
#

okay

#

that's not what I am asking

#

Go into the anim BP

fossil ore
#

UE4 is just like "phew, u open and its broken"

safe rose
#

and tell me if they are working

fossil ore
#

Those chars dont have anim bp

#

It's literally a skeletal mesh with play one animation only

safe rose
#

...

#

Do you want help or not?

fossil ore
#

I am

safe rose
#

So, answer the question

#

Go into the animBP

#

And tell me if the Animation is still working

fossil ore
#

the fuck

safe rose
#

This is proper debugging

fossil ore
#

its not

safe rose
#

the fuck what

#

Ohh who knew

#

Okay, well figure that out first 😉

fossil ore
#

Sequencer is a pain

safe rose
#

No...

#

It's not

fossil ore
#

Can you cut animation and extend it without messing around ?

safe rose
#

hmmm

#

I think so

#

I mean, I am not a Sequencer Pro

#

Once that channel opens up

#

It will be a huge thing I feel

regal mulch
#

Reason to ping us?

fossil ore
#

I need help

#

Sequencer questions

safe rose
#

Oops, my bad.

regal mulch
#

Moderators aren't questions answerers. Sorry.

#

We just moderate.

fossil ore
#

Is anyone here good at Sequencer?

#

:|

regal mulch
#

Don't ping is for that please , Victor.

safe rose
#

Yeah, my b

regal mulch
#

Alright.

#

Channels schedules end of week

ashen brook
#

Personally I'm always in favor of fewer, more mixed-topic channels, because it fosters cross-discipline communication and avoids fracturing the community too much.

  1. the more channels, the harder it is to keep up with them all, and
  2. the easier it is to miss things you'd find interesting but just haven't looked for.
#

anyway

#

changes are coming and we're actively discussing them

#

but it's not as simple as it might seem

safe rose
#

I love you guys

#

And yeah it really is 😉

#

But meh

ashen brook
#

it really is not as simple, yep 😛

#

anyway, dinner time. Don't burn down the house while I'm not watching

#

...I mean I would want to watch?

#

wait.

#

you know what I mean

safe rose
#

Burn house down while you are not watching

#

Check

cloud cobalt
#

Fully agree with what Jan said. Fewer channels with more talk.

safe rose
#

Nah

fossil ore
#

Back to my sequencer... apparently I need to spawn animation again... find that spot and continue

#

But why UE4 spawns bugs out of nowhere?

ionic sedge
#

@fossil ore What bug? 😛

#

So, even if you don't have an anim BP, when you open the animation itself, does it play on your character?

fossil ore
#

yes IT plays by itself

#

I already fixed the issue, but this starts to appear more common

dry shore
#

@safe rose bro nobdys replying 😭😭

safe rose
#

@dry shore Aye, sorry man. I'm not a mobile dev. Those errors look like Mobile errors, nothing generic sadly. Can you post your logs?

#

pastebin them

dry shore
#

Will that pic sufficient?

#

Be£

safe rose
#

no

dry shore
#

Be*

safe rose
#

because I don't want to type anything out when I can just CP

dry shore
#

How can i post my log im noob so😅

safe rose
#

We are all newbs

#

It's just the number of degrees of newbiness

#

That separate us

#

Go to your project in explorer

#

Saved Folder

#

Logs

#

get the latest one, make sure it's filled in with some errors

#

That's project log though

#

The build log is somewhere else

#

But we'll need both

dry shore
#

Wait ill send it now one min 😊

plush yew
#

We are all newbs. It's just the number of degrees of newbiness that separate us.

#

Pin that shit

dry shore
#

is this the one?

#

@safe rose is it the one abov?

safe rose
#

Ah, good

dry shore
#

😊

feral echo
#

so, who well 2d side of ue4 is doing this days?

wicked lantern
winged hearth
#

@wicked lantern it still applies, what are you seeking for? Engine or game compile times?

#

I added a small engine tweak to make the local compile process more aggresive

dry shore
#

@safe rose bro did it help?😥😅

wicked lantern
#

@winged hearth Game compile, would appreciate if you share that information if it's not in the wiki

winged hearth
#

Try to disable unity build, for smaller projects it eats up quite some time. At the end of the guide I propose a small engine tweak. Will do a PR to use it from the build config soon.

plucky axle
#

why is this not a slack channel? lol did they move it from slack to discord?

#

cause it even says slackers in the name

paper kernel
#

slack was getting full

upper heart
#

yes

plucky axle
#

oh, you can do that?

paper kernel
#

iirc the slack channel was really close hitting the capacity

plucky axle
#

TIL

#

just nice to have threads for troubleshooting and stuff. but yea that makes sense

maiden swift
#

We were hitting capacity on Slack in more ways than one.

#

Many of us experienced performance issues due to the high number of users, plus we constantly ran into the free account limits, i.e. 5GB of shared file storage and 10,000 message search history.

verbal frigate
#

Messages from one morning wouldn't be there that afternoon fairly regularly

maiden swift
#

Yeah. Search was borderline useless because we hit 10,000 so quickly.

#

Not to mention Slack had a weird way of deciding which 10,000 messages to count. Don't know the exact algorithm, but that number was spread across all public channels, private channels and DMs.

plucky axle
#

I feel like we could apply for an Epic Dev grant for a premium slack channel 😛

#

but yeah, that sucks

#

Discord ain't bad anyway

maiden swift
#

People suggested that many times in the past, but Slack's pricing model makes that extremely impractical.

#

They charge per-user, per-month.

plucky axle
#

oh is it user based?

#

yikes

maiden swift
#

So it would just become more and more expensive every month.

#

I ran the numbers once for fun. At the time we had about 4,000 members.

upper heart
#

I prefer discord now anyways ❤

maiden swift
#

Would have been roughly $250,000 a year, on average.

plucky axle
#

Maybe we'd be better off requesting the threads feature for discord

#

haha

paper kernel
#

not really a fan of discord EULA, but it's probably the best one available

plucky axle
maiden swift
#

Same here @upper heart. I still think Slack has a nicer, more legible interface overall, but the advantages Discord gave us were so numerous it just made sense to switch.

#

And I researched many similar services before choosing Discord. I learned a lot about chat services last summer. 😛

#

Most of them are mediocre Slack clones.

upper heart
#

Except ootb slack is 90% white and burns my retinas 😛 Luckily the desktop app is really just a wrapper tho, so you can code your own theme.

maiden swift
#

I can definitely say Discord's dark theme was praised by many in this community when we switched. lol

#

Even some of the "Why did we switch??" folks were like "Oh, there's a dark theme."

upper heart
#

haha yeah I love discord ❤

plucky axle
#

Oh yea, I like discord too, just feel like threads would be nice for all these conversations

#

I went and voted on it

#

discord listens, I'm sure it'll be here soon

maiden swift
#

If it makes sense for the product and they can implement it nicely, then yeah, it will probably show up eventually.

#

I wouldn't bank on soon, though. It's not on their roadmap, and that tends to stretch several months out.

plucky axle
#

heh "soon"

#

like their video chat

maiden swift
#

Video chat and screensharing are widely available now.

#

But yeah, for a long time they were SOON™.

#

That's their go-to response when people ask about release dates, and I think it's wise.

plucky axle
#

yea for sure

maiden swift
#

Better to vaguely promise a thing is coming soon than to promise a specific date, miss it and deal with the backlash.

plucky axle
#

I just mean, when they announced it would be released soon, was like december 2016, then it released like last week officially or something

maiden swift
#

Yeah hahah.

#

It was originally planned for Q1 2017.

#

That turned into Q3 2017.

#

In all fairness, video calls and screensharing are massive, transformative features for the service.

plucky axle
#

👍 For sure

maiden swift
plucky axle
#

If only it was a thread 😛

#

hahaa

twin acorn
#

no concept artist section?

upper heart
#

@twin acorn what are you looking to discuss?

pallid compass
#

i am suffering from modeller b lock so bad tonight rip

twin acorn
#

looking for a concept artist doing pro bono work

paper kernel
#

probably #career-chat, or browse for a one you like at artstation

honest raven
#

Guys if when I created my projects, I did not set the target to android, can I still export it to it?

paper kernel
#

you can change it from project settings iirc

pallid compass
#

jesus someone shoot me

#

i really can not model

#

at all tonight

tall pendant
#

🔫

#

😄

pallid compass
#

ty dizco

#

i just cant get any base bodies r ight for fighter ships

#

.>

iron nacelle
#

hey guys, im sorry if i missplace this question, but how could i make a model/texture better good looking/more HD, also what program i should use to make it

ionic sedge
#

More polys and higher resolution textures. 😛 You can use any software.

#

I use Blender, it's free and really good.

twin acorn
#

Cleaner topology, Substance, photoshop.

ionic sedge
#

For textures I would recommend Substance too if you can afford it.

twin acorn
#

and model in blender if you have not much cash

#

susbtance + photoshop = $30 a month. not a bad deal

ionic sedge
#

Why photoshop though?

twin acorn
#

You could try other programs but photoshop has been in most peoples pipeline forever .... its just really effective for any texture work

pallid compass
#

cant remember last time i used photoshop for any texture work

ionic sedge
#

Yeah but if you're using Substance already you don't really paint on image files.

#

😛