9:50 After I copy the assets into the content folder of a new project, nothing changes. I need to restart the project to see the new things I copied. It also doesnt work with "migrate" function. Do you know what could be the problem?
to improve performance and reduce draw calls, instead of putting the meshes into a Blueprint, you can select all the actors in scene view and right-click -> merge Actors. The first meshs pivot, that you select, is your new pivot point. Then they are all combined into one mesh.
Nice trick! I forget to talk about the option combining meshes, I usually do it for objects in which you will not need a very precise lighting map. Thank you so much for your advice!
Hi, is is better to let UE generate UVs or making them in 3DS Max unwrapping before export ! argu plz. thx I guess you need to make Build Lighting to check Errors for both methods ! there is always UVs problems. any recommendations !
I use to let UE generate UVs, but sometimes it’s true that appears lighting errors, so I check for these meshes in 3Ds Max. Also you can increase Lightmap density value to a higher value to avoid it, but like everything this will increase your build times
Great vid!
I have a question though. Why not just group all meshes together instead of creating blueprint?
Thank you!
how did you create the shadow on the hdri?
9:50 After I copy the assets into the content folder of a new project, nothing changes. I need to restart the project to see the new things I copied. It also doesnt work with "migrate" function. Do you know what could be the problem?
to improve performance and reduce draw calls, instead of putting the meshes into a Blueprint, you can select all the actors in scene view and right-click -> merge Actors. The first meshs pivot, that you select, is your new pivot point. Then they are all combined into one mesh.
Nice trick! I forget to talk about the option combining meshes, I usually do it for objects in which you will not need a very precise lighting map. Thank you so much for your advice!
The only thing keepeng me away form fully migrate to unreal is this, its verry time consuming to get good assets and organize them
Hi, is is better to let UE generate UVs or making them in 3DS Max unwrapping before export ! argu plz. thx
I guess you need to make Build Lighting to check Errors for both methods ! there is always UVs problems. any recommendations !
I use to let UE generate UVs, but sometimes it’s true that appears lighting errors, so I check for these meshes in 3Ds Max. Also you can increase Lightmap density value to a higher value to avoid it, but like everything this will increase your build times
i like his pie vot !
This really helpful and make it easy.... thaaaanks
Thanks, Really nice!!! I’m using these techniques to design my custom asset library and it’s faster
@@ViseniDesign yeah exactly...
Magnifique.. merci énormément
Merci beaucoup ! J' espère vous voir dans le tutoriel suivant :)