i'm using the roboblitz UE3 edition here and am wondering about a few things.
alphamaps - what would be a nice way to render 8bit alphas mapped to planes for character hair in UE3? nicely lit and able to blend in with the underlying head geometry, shader-wise. all i can come up with is strangely lit things that look like 1 bit alpha cutouts and don't even layer on top of each other correctly. i'm using BLEND_masked as a blend mode and played around with the alpha cutout somewhat. looks shite.
self-shadowing: i get weird shadows in the material editor preview - some of them soft, and once in a while a fully shadowed quad or triangle, where it shouldn't be. what gives, looks like some shadow accuracy setting?
is there a nice way to do color correction on imported textures? i know i can multiply or add but just wondering if there is a better fitting node hiding in the list.