Weekly7_Ramen
This week we finally figured out how to get textures to show in unreal. For some reason even we followed the tutorial the outcome was never the same. The process started off by isolating the models. The textures were named accordingly and UV's edited again if further action was needed. The model was then duplicated and cleared of all history, locks, and translations. The textures were applied to the faces of the geometry and was finally ready to be exported into unreal as fbx. This is to create the materials and rename them so the alembics can use those to apply to itself.
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After many errors and the texture not applying the alembic cache export was finally figured out. The appropriate checkboxes were selected. More importantly the meshes seem to work when they are combined and referenced in newer models with correct naming convention on the textures and shader groups. After this we finally got models to show up with animation and textures.
After that a PDF was written to document the steps that need to be taken for an alembic export. Another fix we did for the alembics is to fix the pivot. This was done by grouping the combined meshes and re-centering them in world space. That way in unreal the pivot for the X axis is at 0 so character are already aligned with the floor. One render was able to be exported and was included in the final render. The other shots were compiled and put into a final running edit for critiques.



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