Felipe Oliveira Gall
New Member
First of all, hello everyone! I'm a long time lurker posting for the first time. I'm a 3D/2D generalist artist working in the games industry and looking to get into AC modding, specially tracks! Here's some of my recent work: https://www.artstation.com/felipegall
I have good knoledge of modeling in general and Blender, but I'm still wrapping my head around the workflow. I've read most of the tutorials and gone through all the basic hurdles (naming conventions, learning how to navigate the editor, etc...), I can get a test track to load in the editor and then drive it in game, so I'm ready to start building. I've got some questions though...
- How do you guys deal with terrain? Do you simulate the ksMultilayer and ksGrass shaders using nodes or something? In other words, is there a way to work in Blender in a truly WYSIWYG way?
- Is there a way to automate the process of separating big terrain/road/collision meshes into smaller chunks to keep meshes within the poly limit?
I have good knoledge of modeling in general and Blender, but I'm still wrapping my head around the workflow. I've read most of the tutorials and gone through all the basic hurdles (naming conventions, learning how to navigate the editor, etc...), I can get a test track to load in the editor and then drive it in game, so I'm ready to start building. I've got some questions though...
- How do you guys deal with terrain? Do you simulate the ksMultilayer and ksGrass shaders using nodes or something? In other words, is there a way to work in Blender in a truly WYSIWYG way?
- Is there a way to automate the process of separating big terrain/road/collision meshes into smaller chunks to keep meshes within the poly limit?