Skysphere, Mesh LOD, Rendre to texture
Hi guys, sorry it’s a copy/past from the VR topic, i hope i’ll get some answers.
I have some questions
I’m working on an VR environment experience for mobile phone (student year-end project) and i would like have some feedback on “how to do it”
The environment would be a static 360 skysphere within some interactive 3D models (just a hover/highlight/outline with text).
Due to the platform which is limited, this is what i have in mind :
- Create the scene within UE with top notch quality/light
- Export the scene in a 360 HDR format
- Bake some 3d model from the scene, via the “render to texture” process, in order to use them later inside the mobile version with the previous skysphere for a “good looking” render.
The point is, that i have some difficulties to understand the “render to texture” process.
1st point : Is there some kind of newbie step by step tutorial, somewhere beside the webinar from Epic and official ressource ??
Because i tried the render to texture blueprint, with the unwrap mesh checked, and to be honest i don’t know what to do next in order to capture my unwrapped mesh.
there are several way to capture a texture in the video but, no clue, on how to capture a mesh texture with the light bakin after a light build. I mean like a true baking inside 3D modeler software.
2nd point : Like i said, the final project would be for mobile phone, so i couldn’t use the “high poly” mesh (15-20K per object) from the scene. May i use the mesh LOD optimizer from UE in order to decrease the 3D mesh polycount, without ****up the uv map (0-1)??? Does it work ? Or i have to work with a low poly mesh version from the beginning (for the “interactive” mesh; i mean).
Thanks for your feedbacks !