So you’re joining @Rawalanche about external tool, it’s better to know how to make it and try you’re best to make your own instead of buy everything without understand anything ?
What do you mean about it? Is there any other way to open it instead of importing an FBX file in a dedicated software ? Double-click and open it directly for example can start the virus? I don’t know a lot about this stuff ^^"
Ok thanks, wasn’t common sense for me
Yeah this one for me!
I will do everything to learn as much as possible and try to do everything myself. But at some points (in a couple of month as you said), if I feel like I can’t do some things (like characters mostly),I’m gonna buy but I will be careful with my purchases.
Do you have some advice about software, Some path to follow, some quick tips, some key word for me to know… Things like that ?
Realistically it would likely take a 1 year course to cover everything.
Use blender because it’s completely free - and you’ll find more support/addons/tutorials for it.
Start with the real basics. Move on form there.
Do get and take apart stuff, assets too.
Characters are their own thing. Leave that be until after you can make a mesh with all the fillings. Collision, lods, etc. So maybe 3 months down the line you start on characters.
Once you get a handle on it it’s pretty simple. 1 character a day witj textures becomes somewhat trivial (depending on the library of photos you can use for texturing, and you’ll spend 90% of the time doing just that).
On that note. Learn Quixel Mixer as it will help you do things right by forcing you to use a single material on the meshes you make…
Yea. On windows they added a 3d file viewer. Anything that just open the file as is can potentially trigger the vulnerabilities. Probably even loading it in blender has some potwntial for that.
Would be pretty hard to do.
For one, new products go through the world most awful validation process you’d ever witness…
That would probably catch new items/new developers.
For seconds, even if you could potentially plug a bad file intentionally into your product after validation, you’d screw your marketplace earnings for no real reason…
Also, all the packs usually include parsed .uasset files, not direct .fbx.
The fbx gets created when you export, which is why it’s generally safe to begin with.
Anyway, by not making silly decisions like downloading from unknown sources you already cut the risk of potentially having to format your hard drive… and on windows, formatting once every 3 months is probably a very good idea…
You mean UV a mesh on blender for example? It’s the only “take apart” I know actually ^^’
Texturing thanks to photos? I don’t understand.
I don’t understand too, really sorry xD But I want to… Single material per mesh, why does it have to be the right thing? For example gold ring is a mix between gold (at variable ℅), copper and silver mostly.
And Mixer = 1 material per mesh but Blender = several materials per mesh ? (I mean you can?) It’s a little bit foggy but I hope those lacks of understanding are going to disappear one day
Graphics hardware split meshes per shader before rendering to screen.
Meshes with multiple materials can generate multiple “draw calls” for the GPU to render that same 1 model.
When you assign “material IDs” as vertex color, you can “bake” several materials into a single texture and tell the GPU to render all the model in just 1 draw-call.
That only matters for complex video games running on constrained hardware.
For example: Spiderman games rendering New York city on consoles.
I think I know what you mean. For exemple, on Quixel, When I import a wall with some windows, I can Vector ID the wall, apply some bricks, and Vector ID the window and apply some glass ?
After I did this, I can setup my export with the “plane” type selection “to render all the model in just 1 draw-call” ?