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i would love a future where there is a version of UE4 where all level design can be done in the engine, and you dont need a $1000 software like or maya or a masters degree in Math and Programming and years of 3D modeling training, We only live so long on earth after all
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That is already possible. Just think beyond and Maya… cough modo cough
Also, sure, the proof is in the pudding, but the pudding’s not done yet, and complaining about the pudding preparation time isn’t going to produce a better pudding or even an earlier pudding. These chefs have a track record of producing quality pudding. If you’re not happy with the pudding preparation pace, prepare your own darn pudding.
Re: Modo indie license discussion from the previous page, is the commercial limitation from 401090_eula_0:
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(d) “MODO indie” and “MARI indie”
Variants of MODO and MARI with limited functionality as described in the Documentation are available to purchase on discount terms through Valve Corporation’s Steam store. If Licensee has purchased such a variant, Licensee warrants and represents to The Foundry as a condition of the Agreement that: (i) Licensee is a natural person; or (ii) Licensee is an entity in the direct ownership of a single natural person; (iii) Licensee shall only access and/or use one copy of either variant; and (iv) only Licensee shall use the Software.
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Modo 10 and UE4 both support whole scene transfer, meaning that you can in theory build your own level totally inside modo and use UE4’s scene import tool (found under Menu->File). tool supports instanced meshes so you’ll not get duplicate static meshes on your content folder from meshes that are marked instanced in original Modo scene, instances are placed directly in scene, just like you’d place them manually yourself. That being said, Modo 10 indie’s export limitation of 100k (if don’t convert to tris in modo, could be ~200k triangle) polygons will limit will apply as a scene on the whole. So if you have two different 80k poly meshes in the scene, you can’t export it out with Modo indie as a scene. You can however export those two individual meshes one by one as they fall under the limit but it still doesn’t change the fact that you can’t do a very complex scene with that 100k poly budget…
For the actual discussion, I feel pretty strongly for kinds of tools. IMO basic modeling tools should exist inside the editor or there should be some way to make a nice interface so that we could use 3rd party tools for . Atm the barrier for any third party to extend current editor is pretty big and probably the reason why we’ve seen so few attempts for kind of thing so far.
What baffles me that there are always people around who will say “but my x tool does all and 10x faster” when someone mentions these kinds of tools would be needed. While I agree that dedicated tools can do mesh editing itself better (I really don’t expect any built-in game engine to beat the industry pro’s on their own field), it doesn’t mean that you’d still get same rapid prototyping time that you could get when you didn’t have to jump between the tools. I for one, would love some basic modeling toolset inside ue4 and also would love even some really bare bones sculpting tools (!) there. Just have tools that make it fast to iterate over the level geometry and change small things on the fly. With VR editor could be even many times more interactive process, as you could pretty much block out the world while being in the game world
I always has that maybe crazy idea: there should be a node base csg tool which like blueprint but instead of building game logic, you connecting and re-arranging csg operators. (Like a mini specific purpose only houdini)
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So if you have two different 80k poly meshes in the scene, you can’t export it out with Modo indie as a scene.
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I would not import them as one mesh in the first place. They might not be both visible at the same time, so you can save some performance by having it as two meshes.
When you use the export layers function, you can export them all with one click as separate files.
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I always has that maybe crazy idea: there should be a node base csg tool which like blueprint but instead of building game logic, you connecting and re-arranging csg operators.
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Not on the scale of my other videos, but I threw together a first impression vid of Hammer 2, because I was testing Probuilder for UE4 and thought they could use it. It’s pretty great
Anyone in thread watching the GDC presentation? They’ve announced a proper mesh editor which includes support for Pixar’s OpenSubDiv. I don’t know how advanced it is, but it sure looks to be a good replacement for BSP
There are 2 solutions in work, one is literally mesh editor that can edit static meshes and one is like Hammer level editor. I don’t know why Epic suddenly decided to rush out. Could have paid those guys to get their plugins finished and polished.