It’s recommended you resize these if you don’t need them at a high resolution to save memory on smaller devices (e.g. They have not been pixel-fixed (there may be black borders, but I only noticed it badly on the grid texture). These are all either 1024 px square, 1024 px on their largest dimension, or smaller. I didn’t make these with any use in mind so I’m just going to make them free for you to use however you like. If the 3D Importer initially detects cage meshes in the model, this is enabled by default.I felt motivated to make a bunch of random decals and seamless tiling textures since I need to find grunge textures for a project and wanted practice extracting them. If disabled, the importer treats them as regular meshes. If enabled, the 3D Importer finds cage meshes in the model and converts them to WrapInstance objects, such as WrapLayer or WrapTarget. This is disabled for meshes with rig data / avatars. If enabled, sets the Anchored property to True on all the imported MeshParts. If enabled, sets the pivot point of the entire model to the scene origin. If enabled, uses the current scene position when inserting the model into the workspace. If disabled, only adds the model to the Toolbox/Asset Manager. If enabled, inserts the model into the Workspace and Toolbox/Asset Manager. If disabled, the 3D Importer does not add the asset to your inventory. If enabled, the 3D Importer adds the model to your Toolbox / Asset Manager inventory as a new asset. If disabled, the 3D Importer imports the model and all descendants, such as the multiple meshes, as individual assets. If enabled, the 3D Importer imports the model as a single asset even if the model contains multiple children. Sets the name of the imported asset as it will appear in your project.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |