I was following a tutorial on making a turntable of my character and they said to use a "interp actor" instead of a "static mesh" to make it turn. The problem is, the same character as an interp actor looks funny at the subsurface areas.
On the left is the static mesh I was testing my shader on, and on the right is the same thing but as an interp actor.
Why is it different?
I'm very new to udk.
Replies
Thanks Neox, I not too comfortable with the whole skeletal mesh/anim set/morphs inside of udk but I'll do a quick test to see if it helps the shader.
No need to animate.
Also, Dr. Phil says cheers.
Sure, the lighting in my scene is different from what's in the editor but, my scene light is just a basic light, no colors.
in viewport:
in editor:
Hey DeadlyFreeze, I saw that in the tutorial about turntables and they said I had to go either in the properties of the light or the interp actor to make it accept dynamic lighting. I did it on both.
...Could it just be the negative energies I'm emitting lately?
Thanks for the quick replies! I appreciate it!
Also, almost always move your mesh after putting in a new light. Sometimes UDK leaks out after long sessions and the lights don't interact correctly.
Thanks for all your help.
I tried all you asked and the solution was the 'use precomputed shadows' thing.
Now it seams to work fine.
Thanks for taking the time Ace-Angel and DeadlyFreeze.