New Qubicle user here. I’m not a stranger to 3D modeling or texture mapping.
My issue is this, like many others that have experienced blurred textures from a single texture atlas being used for a model, I’ve tried different methods to change the compression of the texture when imported into Unreal Engine 4, in addition to importing it into 3DS first to examine the UV maps for myself.
The non-optimized model is frankly, too “heavy” to use in any kind of game engine, especially if you plan on using Qubicle as the primary generator and modeling tool. Its also one of the few ways to get the textures to look correct. There must be a way to improve this.
I’d really love to see what you guys do, because at this point I’m going to have to unwrap the meshes myself and create my OWN UV maps, which is frankly a huge pain in the behind. I’d really love to just use Qubicle —> UE4, but that doesn’t seem to be possible.
I’ve tried to import a non-optimized mesh into 3DS and try to “optimize” it myself, but it requires a lot of tweaking and even then I’m still having to go through and tame stray vertexes that were added or other artifacts. I really like to stay away from Unity since I need lighting and effects that UE4 has.
Anyone work out a good flow for this tool? Its so cool and I really like how it looks in the editor itself, but having to retexture everything is just not what I want to do at this point, I only have so many hours in the day and I’d like to get a project done without having to do everything twice.
Frustrated, but still impressed by Qubicle…