Do you really want that curved edge, that you've added at the last picture for this object? If you put later two of this objects in the game and you want fit them together on the flat side (that they look together like an egg), you will always see a seam in the middle. Just a hint.
I agree! Which is why I'd like this question answered ASAP -- although proximity loops are usually considered preferable for art renders (there's pretty much no such thing as a perfectly creased edge in the real world), in gaming they're usually too costly in terms of poly count (and may have other issues, as you noted). Frontier can apparently do whatever the Maya version of "Mark Sharp" is on their models in PlanCo, but they can do a lot of things that we won't be able to -- we'll we be able to use this, or are we stuck with proximity loops?
I just tested importing a smooth/flat shaded model from Blender into Maya and it kept the edges the same. So having smooth and sharp edges in Blender should work with Thememaker’s Toolkit. If sharp edges don’t work for whatever reason, in Blender you can use the “Edge Split” modifier or in edit mode select the edges then use “V” key.
Frontier can apparently do whatever the Maya version of "Mark Sharp" is on their models in PlanCo, but they can do a lot of things that we won't be able to -- we'll we be able to use this, or are we stuck with proximity loops?
I think at the moment it's not sure if Blender models are supported by the toolmakers toolkit at all. So I fear it's a bit too early to ask for specific conditions for Blender models.
I really hope that Blender will be supported by the toolmaker's tollkit. But I think we will have to wait quite a while to know for sure.
I agree, which is why I didn't ask for that. I'm asking for Frontier to give us some more basic info about what PlanCo wants its models to be, info they have right now and don't have to translate for what the Thememaker's Toolkit's going to be able to do. Some copy'n'paste out of their PlanCo bible would probably cover this, it shouldn't be that hard. I'm an abysmally slow modeler, but there are plenty of people getting stuff ready to import now, and some currently answerable questions in this topic and elsewhere on the forums. It'd be really helpful IMHO if Frontier gave us this info soonest.
Nothing has been said about exporting existing assets from the game. However, since game assets are copyrighted I am guessing that exporting them won’t be possible with the Thememaker’s Toolkit.didnt find it in search, is it possible to export existing scenery out of the game? for building animatronict wich can interact with existing one.
I try. Ist possible. But you need some Tools to extract it. That is not allowed.
I want to look about the characters informations. Ist difficult.
didnt find it in search, is it possible to export existing scenery out of the game? for building animatronict wich can interact with existing one.
I'm hoping that the toolkit includes a thorough range of non-DLC scenery pieces, building walls & roofs, and animatronics so we can study the topology & design, and better coordinate with existing content.Nothing has been said about exporting existing assets from the game. However, since game assets are copyrighted I am guessing that exporting them won’t be possible with the Thememaker’s Toolkit.
I'm hoping that the toolkit includes a thorough range of non-DLC scenery pieces, building walls & roofs, and animatronics so we can study the topology & design, and better coordinate with existing content.