07-20-2023, 10:56 AM
(07-12-2023, 08:37 AM)Hybryda Wrote: did a lot more models and here's a catch, probably problem with dae/fbx imports (the axis are not the same, the bones are messed up)
as long as it's only one axis of rotation, the placements is perfect, I go into the game and checked and it looks about right, but more than one and it's a bit off, (or a lot off) I suspect that both rotation and position are for root bone and with messed armature not much can be done, at least I can't. So no map of Hateno os springs any time soon :<
I'm curious about how the terrain clipping is handled in the actual game (BotW, or AoC, or TotK). Would you happen to know?
What I mean is that you can see from your pic here that the terrain heightmap mesh clips through the cliffs (which I assume were separately modeled by hand by some artist). But from what I remember in the game, I don't recall seeing the terrain clip so egregiously. I wonder if there is some code in the game that causes the terrain mesh to "meld" together with cliff meshes so they look seamless?
I found an example of what I'm talking about, but its someone creating this mesh melding effect using Unreal Engine: https://imgur.com/gallery/M1nTsoG
I'm curious because I'm trying to do a similar thing, but in Blender. I want to reduce mesh clipping and have more seamless looking terrain.