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sadekhnd

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Posts posted by sadekhnd

  1. 12 hours ago, state808 said:

    Thank you! I really appreciate your feedback.

    I actually got inspired and made a whole series of umbrellas! Haha! I plan to finish them and release them this weekend- here is one of them:

     

    it looks cool. I like this city object too. Shouldn't  cyberpunk umbrella have more neons? 😉   

    • Haha 1
  2. On 9/16/2022 at 4:21 AM, state808 said:

    OK everyone- a weird followup question....

    I got the umbrella from @aardy (thanks again!) but when I load it- it looks like this:

    image.png

     

    I cannot figure out why it would do that? Does anyone know how to solve this weird umbrella situation?

     

    Thank you in advance!

    you should change a bit .txf file 

    "RGBA_8888" "AlphaBlend"

    • Thanks 1
  3. 1 hour ago, SovietTiger said:

    Thank you. Yes, I know how to do that. The hard part is porting it to the game.

    I did it once and did a fair job... But I remember it was so hard it gives me some sort of PTS thinking on weight painting and stuff like that 😅

    But one must dominate our own fears, right?

    Hats don't need weight painting. It looks like to me that the faces are inverted. if you have some experience with blender you can flip the faces.

    It works so that every face has to sides. Inside face "red" and outside face "blue". You see through red face but not through blue face so blue face has to be outside. Sometimes is not 🙂  

    But you could try to change .txf file to :

    "RGBA_8888" "AlphaBlend" 

    Hope it helps 🙂 

     

    • Like 2
  4. 56 minutes ago, McKeu said:

    Got a question in that regard. I am dabbling with 2.79 and have a hard time getting anything metallic to work, since I cannot use Cycles Render to export anything useful, how would I go about? Does it even work well on 2.79, or should I switch to 3?

    You assign Only simple Textures from blender. You make Normal and spec maps later using one of Tools available in ke

    • Thumbs Up 1
  5. 1 hour ago, McKeu said:

    So the very least we can achieve at this moment is to provide basic buildings for others to work with. As my knowledge with Blender grows, probably even more.

    If anyone with some Blender experience could look at attached file (Extract, and then import as FBX) and tell me what the amount of afterwork required would be (not do it, just assess, ignoring outside terrain), that would be absolutely grand. That would tell us what prework in Revit would already help.

    Maybe @Sexvision or @sadekhnd?

    rac_basic_sample_project-3DView-3D.rar 5.63 MB · 0 downloads

    What room, h5 object room?

    I would group stuff together. Building alone and room stuff together and doors  (you can open/close them in game).  It has 257 k  faces, so it's not that much, It will work smooth. Many stuff like seats are the same so you need only one and you can clone it later in game. (better performance).

    Overall the room looks cool. Terrain auch.

    It will much work with textures. I would use same textures few times, like one texture for few walls or one kind of leather for seats.

    Thats all by now 😛 

    • Thanks 1
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