Jonathan Fisher

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  • in reply to: Anyone understand Blender to Unreal Engine Collision? #75103
    Jonathan Fisher
    Participant

      I forgot to mention that I was reading through the Unreal Engine forums and it appears that the numbering sequence on the UCX_model_01 was updated after 4.16 and either it is required or somehow I glitched it to work. I tried without the numbering, but I received the error message “could not decompose collision mesh.” But either way I tried both with and without the numbering.

      in reply to: Anyone understand Blender to Unreal Engine Collision? #75102
      Jonathan Fisher
      Participant

        So far it appears that your suggestion worked out. Just so you know, you’re awesome. I’ve been struggling with this for two weeks. I wanted to make sure this concept would even work before I unwrap, texture, and stamp the cave detail; now, I can start the next step. I do have some weird artifacting at 1:11 of this video, but I’ll cross that bridge later. I also need to test this on the full cave so we’ll see how much I crash Unreal Engine with a cave that is about 15km. 

        Thanks again. Also, reading back on your first comment, I originally didn’t realize that you requested the .fbx, but later in the day when I re-read the post, I could not find where to upload the .fbx. I’m glad you were able to figure out the issue even without the original file.

        in reply to: Anyone understand Blender to Unreal Engine Collision? #75099
        Jonathan Fisher
        Participant
          in reply to: Are you happy with your subscription to CG Cookie? #45546
          Jonathan Fisher
          Participant

            Been here since 2013. You will receive structured content in a well explained format geared towards beginners to intermediate and even advanced. I was an extreme beginner, and YouTube and forums confused me greatly the demotivated me. I only happened to stumble upon CGCookie at that time when I was about to give up.

            The older videos on the website share theory, such as proper topology and how to create textures from scratch without buying software, so just because the videos appear to be old, the content is extremely relevant (albeit the older version of Blender may confuse you, but you can always download older versions of Blender on an extra computer, and keep the new Blender 2.8 on your strong machine–at least that’s what I did and still do). 

            The newer videos do the same, but tend to go with current trends received from interviews and partners in the industry, such as the most relevant software to use, which is great too if you are looking into what the industry is currently using, but more software means more money of course. You can also learn that even though Blender can do some task, another software can do it better.

            I would start with the courses at the beginner level then maybe add in a few tutorials from that section when you are ready.

            CG Cookie is good about quick replies, but don’t get spoiled with it and then get upset if a couple times they take an extra day to reply. 

            You also get assignments and quizzes if you are into it, and live classes. I never got into the grading, but you may get the community to grade your projects. There is a gallery to share your work.

            Blender was designed as a one stop program so you don’t have to go out and buy all these bells and whistles to do something, such as making normal maps, textures, rigs, models, etc. Blender can do it all (modelling, textures, lighting, rigging, animating, exporting, importing, VFX, video editing, and more) if you take the time to learn, and you can learn it here on CG Cookie.

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