The Equipment Variation Table is used to set up the armor assets so that they can be equipped in game. This is to make sure the armor piece is easily distinguished by its shape, even at a distance. Under each LOD (LOD1, LOD2 and LOD3) go to Optimization Settings → Reduction Settings → Silhouette and set it to Highest, then press Apply Changes to LOD. Open the mesh and locate LOD Settings → Number of LODs, slide it up to 4 and press Apply Changes. (Making LODs before skinning is done will cause LODs to lack proper skinning, and in worst case they will look completely broken.) !!! Always make sure that there are no warnings or error messages, as any problems with the material might cause it to break during Granite bake, even when it looks good in preview !!!Īfter skinning is done and cloth physics is added LODs needs to be made. If any parts of your mesh is without thickness and should be viewed from both sides remember to tick on Two Sided under General → Material Property Overrides. Most of the time it is easier to see how the armor will look if you assign the material to the mesh and have it open as reference as you are picking the colors. Also tick on the channels you are using, and use the respective colors pickers to find the colors you want for the armor. Then tick on Tintmask and both ticks on Use Custom Tintmask?. Once you have the new material in your folder, you can open the material and assign the armor set textures to the Tint Mask, Diffuse, Mask and Normal slots by dragging and dropping from your Textures folder, or searching for it in the slot roll down menu. That can be duplicated, then move the duplicate to the Materials folder for your armor set. In Content → Items → Armor there is a material instance called Material instances for armor materials can be duplicated from existing armor materials, but should preferably be a direct material instance for the Armor base ver2. Rule of thumb is that textures for Head, Hands and Feet should be set to 1024 Rule of thumb is that textures for Top and Bottom should be set to 2048 The texture size should always be assessed on an individual basis, and you should always check that the asset looks good when the material is assigned. Open texture and adjust the Maximum Texture Size slider. Shift + Select all the textures, right click and chose Asset Actions → Bulk Edit via Property Matrix…Ĭhange Texture Group for _D, _M and _TM from World to CharacterĬhange Texture Group for _N from WorldNormalMap to CharacterNormalMap This Message Log will pop up (it only informs about the bones in the human skeleton that aren’t used by this particular model), but you can just close and ignore it. Physics Asset - SK_human_female_Physics or SK_human_male_Physics Normal Import Method - Import Normals and Tangents In this window you need to make sure that the following options are set. When importing the FBX Import Options will open. If the armor is for a DLC you first need to make or locate the DLC_ → Items → Armor folder, then create the folders for your armor as normal, but make sure to name the folder DLC_ Inside the folder create a Textures folder, a Meshes folder and a Material folder. Under Content → Items → armor create a new folder with the name of the armor piece.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |