Color maps should be set to sRGB. Make sure its enabled on your colormaps, and disable on any not color map. You can also disable eye adaptation - set exposure to a fixed value so the screen brightness wont jump around based on what are you looking at. To do so, click the button that says "lit" on the top left corner of…
some suggestions: 1) if you want to be able to disable the lights and re-enable them try using toggleable class lights. EG: pointlighttoggleable 2) if you're turning off lights during gameplay always have them ON as the default state. You can use a kismet action that disables them when you load the level to turn them off…
Abidius, the webbing was made via an insert-mesh with curves enabled. I wouldn't recommend this method if you had a deadline. IMM is just too inconsistent. Quick update, too. Sorta crossing into "chiseled supermodel" territory. Really got to look at adding some noticeable fat around the jawline, I think. In time!…
The advantage is for long slender objects that need to have a texture with less UV seams it's easier to pack them into a rectangular space instead of square, weapons typically fit into that category. In Maya, in the Uv Texture editor under 'Image' enable 'Display Image' and 'Use Image Ratio'. edit: faces tend to be 2:1…
Save your level with a DM- prefix (so DM-Test, NOT DM_Test!). That enables the UT game mode. Open your content browser, and go to actor classes tab. Find UT Weapon pickup factory. Drag that actor in your scene and press F4 when you have it selected. Select rocket launcher from the dropdown list. This is also something you…
Weird, for some reason the link is including the end [/img] tag. Maybe try enabling HTML mode ( </> button) and linking the images manually. You should be able to edit a previous post and try that anyway. I don't suppose your web browser is using any plugins that could interfere, like noscript? Alternatively you could try…
@Eric Chadwick Thanks for the feedback. I normally just upload the screenshot from Marmoset, and default saves as a PNG, but i'll upload as JPEG from now on! I'll enable the ambient occlusion options inside of Marmoset, but for now this is all high poly. Once i've finished the high poly, i'll put this all into UE4 and…
PNG files don't display alpha in the viewport automatically. You need to apply it to the diffuse and opacity channel. In the opacity channel change the alpha source setting as Joeriv indicated. Also, make sure transparency is enabled in the viewport settings. To explain what you are seeing... All pixels in a PNG have an…
@WEe: No problem! Pm'ed ya, I'll try to get the issue you're describing fixed. @odium: I have OpenGL vysnc enabled but it sometimes doesn't work on certain computers. Thanks for bringing this to my attention, I'll get a work around going. You can embed: one of the share links is code to embed it into html pages. I have…
I never worked on WK, and it seems like he should have detail map support, but check the vmt (material file) to see if detail map is enabled for him. Most heroes don't by default. If it's not, you'd have to do so yourself and submit the new material to Valve, but from my experience that is unlikely to get used and you're…