You can do this with the old bevel tools IIRC, I haven't been a Maya user for very long and it's something I've wanted to know for a while too. Couldn't find anything in documentation regarding quick switching in the IVE, hoping there'll be an update with it.
For some odd reason Knald is using "Advanced Micro Devices Inc - Juniper" instead of "AuthenticAMD - AMD Phenom(tm) IIX4 810 Processor" OpenCL Device. How do I get it to use the ladder because that has double precision support.
Not sure what you mean - you can setup several HP meshes in xnormal, ie include a plane or cones or whatever to occlude your mesh. Blockers are intended to stop raycasting errors from occuring, in areas like between fingers, IIRC.
It's the lighting, the IBL on the right is a lot warmer and has it's irradiance computed. Try importing your HDR map and setting it there, then rebuilding your lighting in Unreal. IIRC you need to enable Tessellation shader switch in Unreal for height maps to work/make sense.
Yes you'll need a preset skeleton. The Marcus Fenix model and bone structure is available from UDN. You'll want to skin your new model to that bone set, but IIRC there isn't a lot of modification support for custom art content for GOW pc.
Ok so you need a texture atlas tool. You would have to export a section of your city, and the tool would pack all the materials into one texture, while also rearranging the UVs to match. IIRC Nvidia had a tool for this in their SDK.
The teeth seem a bit conical; try narrowing them and re-arranging the vertices to give a sickle-shaped profile. On the eyes, keep in mind that the iris for most creatures cover much more of the eye than those of humans. Take a look at a modern descendant:
Thanks :) Unfortunately I know nothing about shaders. I've made blueberry, canna and some other plants. In the end I have 25 different vegetation: grasses, lavenders, flowers, mint, thyme, blueberry, rhubarb, canna, iris and some more :)
The units are just generic units. UDK uses snapping in power of 2 grids though (32, 64, 128, 256 etc) so you might want to adjust your grid in max to that. iirc the default room height is something like 160?
Had a dream last night I was in a Quake III level as if IRL. At least I think it was QIII... one where you had to jump ledges up inside a shaft to get to the Quad Damage. Seemed so familiar. Dreams are freakin' weird.