Now we can finally use Meshtoolkit! As long as you followed step 6> 11! Else, please read those steps first. But do call them like ref_group_1/ref_group_0 so you know which one is the reference mesh.ġ2. So for the reference mesh you wanna redo step 6> 11 as well. Nope :D Why? Because the cloned reference has this same exact issue. And let’s redo step 7>8 only this time we call our file ‘group_1′ Now in milkshape we undo all changes so we’re back with 2 group_base files in the list.ġ0. Go to file> export> TSRW object and call this file ‘group_0′ (without the unique characters of course ) )ĩ. Remember! the glasses were group_0! Now there should be only one group_base in the list instead of two.Ĩ. In this case I’m going for the frame first. Since Meshtoolkit doesn’t support mesh names that are called ‘group_0/group_1′ but only morphs (group_base, group_fat, group_fit, etc) We have to fool meshtoolkit into thinking they are morphs!ħ. !!Note: If you did split them in blender, but in milkshape they’re merged together again, please check out these export settings (found when file>export>waterfront obj and then at the right side of the new window):ĥ. Make sure that the glass is split from the frame for reasons I already explained. If it doesn’t have 2 groups, I would split it in the 3D program you’re using. In milkshape 3D, we make sure there are 2 groups. So what do we do now? Well what we all do! We make sure there are 2 groups:Ĥ. if it were merged together, the glass (Or group 0 in this case) would have been solid.ģ. Group 1, in this case is just the normal mesh.
This way, the game can apply a glass shader to make it look like there’s actual glass :) Shaders?! Yep Shaders! group 0 as you can see are the glasses. If it’s for, say, a jacket, or actual clothing, it’s because of the amount of bones that the mesh has. Why did EA do this? Well there are usually to reasons. :D Anyways, as you can see the mesh is devided in 2 groups. So first things first, yes this is a gif, because 2017. See how there are 2 groups? Why is this? What is it doing? Why is it moving?! TELL ME! I have been using World Machine since version 1.25 and haven't found anything else that can compete for ease of use, versatility and stunning results.Hi there lovely anon! I hope you’re having an amazing weekend?Īh wait yes I see what’s happening :) THe tutorial is focused on 1 group, instead of 2, which your glasses probably will have because shaders and fancy modern stuff! But! I’ll explain that right over:Ģ. Rebecca Shearin, Senior Environment Artist, Electronic Arts This saves a bundle of time and with results that look more detailed and professional. World Machine works well with our proprietary terrain editor in that we can not only create height maps, but alphas for our terrain paint layers as well. Kenny Lammers, Technical Art Director, Microsoft Games Studio i would recommend this to any development studio that needs very realistic terrains, quickly!
Its erosion filters are the best I have seen but also give a lot of control over the final look. World machine gives us the power to create very realistic terrains in a short amount of time. World Machine handled all of that beautifully. We needed a very large landscape and wanted something natural-looking but with enough control that we could place canyons and hills exactly where needed. World Machine was instrumental in creating the terrain for our Supersonic Sled demo. I have used World Machine on a number of film projects and find it an invaluable asset for environment creation. Jordan Edell, Senior Artist Specular Interactive
A must have tool for any environmental artist. The feature set and work flow get better with each release. World Machine has allowed me to quickly and efficiently create massive game areas both terrestrial and otherwise.