Noob UE user here (like i don't even have it installed) what if i have a complete game with scripts, multiple scenes or levels, graphic settings, pp effects all that stuffs, can i still do the same?
The method described in the video is meant for a single level/map. Though I am sure there is a cleanup function for a larger project with multiple maps, scripts, etc. My expertise is more around art aspects of game development. Sorry I can't help you further on this subject! Regardless, the best advice I can give you is to simply get started; download Unreal and start making games :)
My project is 90 gig! lol. I’m a noob been building game for like a year now it won’t let me migrate. Keeps crashing. Any other ways to find out what files are taking up so much space ?
Haha, wow! After backing up your content, you can try this: Open up the project folder and check the size of the "Saved" folder. This is full of autosaves, logs, etc. During a long project, it can become bloated to an enormous size. Try deleting that entire folder; the next time you open the project, Unreal will recreate the folder. After that, see if you can go through the migrate process again. Alternatively, if you know the names of the assets you are not using in your project, you can remove them from the content folder in your project folder.
@@ChrisMendenhall this helped a little I was able to clear up about 10 gigs lol. I tried migrating this time it did about 40% then failed. I just copied and pasted the rest from explorer folders into content and seemed to work so far …down to 32 gigs in a new project ! lol.
@@ChrisMendenhall yea thats why I had to do all this cause I tried to package a demo and it kept failing. I think it was because of the type of als system I was using. So I had to start over and now probably re create a new system 😢
Great Question! The technique described in the video is meant more for someone creating a small solo project. For larger collaborations using multiple levels, you'll need to speak with the whoever is managing the repository before doing something like this. Make sure you have version control to revert if necessary. The best case scenario in this scenario is prevention: only importing assets that are to be used in the project.
I struggled for so long trying to figure out why I was moving the entire shape and not just the edge, Its because I had accidentally enabled soft select by pressing B. So if anyone else is having that issue, hit B, and it'll turn it off.
That's a great question :) Simply put, it's easier to get better results with decimation master (or zremesher). Too much sculpt information can be lost when using dynamesh, as forms are softened or lost. There are ways to mitigate this, but if the goal is to get a good representation of the high poly sculpt into another software for retopology, then decimation master or zremesher are better options than dynamesh. Dynamesh is amazing early on in the sculpt for getting your primary forms accurate though!
Great question! It all depends on what the model will be used for. If you are planning on creating a model just to show off to people or to practice your texture skills, then using the zremeshed model as the low poly model would be fine. However, if the model were to be animated, it would need specific edgeflow to support the squash and stretch of the animation. Additionally, if the model were to go into a game engine (eg Unreal Engine), it would need to be optimized to achieve the best quality with precise edgeflow. An art lead or client may have a polycount budget for example and you would want to maximize that budget. Zbrush continues to produce excellent tools to manage edgeflow, but so far, nothing beats the precision that comes with manually retopologizing the model. Again, if the goal is just to create a model that doesn't need to be animated or doesn't need optimization for a real-time engine, you definitely could use the raw zremeshed obj. :)
Hello! Thanks for your time and for this video. I was wondering, can I model this and follow your tutorial only using a experimental version of Autodesk MAYA?
Hi! I am not familiar with the experimental version of Maya. I would check to see if it has the modeling toolkit, the UV editor and UV toolkit, and the ability to export models to fbx (file/ export selection). If it does, you will likely be able to create the model. You could jump to some later videos in this tutorial and check to make sure the tools you need are present.
Depending on where the ngon is, you can likely use the target weld tool in the modeling toolkit to weld one of the ngon vertices to where it needs to be. After you select the target weld tool, go to vertex mode, then click and drag the vertex you want to weld onto the vertex you want to weld it to.