You're comments are a bit vague. You say lighting is terrible, but you don't say why that is. The Unreal objects are being lit using Unreal lights, I don't see what more there is to do with them. You say my texture/UV skills are low, but don't give any examples once again. Also, you wish for me to re UV those Unreal…
1. I tend to select all vertices and go on Weld, then reduce the threashold to zero. There may be better ways though. 2. If they're the same object then just click again and it'll select another face (so initially the face of the first cube, then the second time the face of the second). If they're different objects then…
For the scale, if you're going by 96uu as 6', you can use 1uu = 0.75". The default in Max is 1unit per 1", though I'm not sure if that actually affects anything when you're exporting or not. The default grid snap setting in UnrealEd is 16uu though, so if you set your grids in Max to have lines every 4 and major lines every…
stay in object mode as throttlekitty suggested - select the image plane and your object - rmb on your object - faces - shift select faces and enter isolate mode.
I figured out you could insert an object and then double click the object to get the full size image, the only problem is the object is just displayed as an icon!
A material ID is a sub-object polygonal material selection. It is generally used to apply more than 1 material to an object without breaking it up into multiple objects.
Just edited the script and it now works fine. I have just tested it with 100+ models with 170 polys each. I think that the problem with the script is when the script loads up it is defining the local variable as 0 so that when the script runs it thinks there is no objects selected. This is causing the button to be greyed…
Ok so its been a while since I have updated this thread. I have kind of taken a step back from the back-street environment and trying to focus on a handful of textures and props to see how I can better improve my modelling,texturing,normal mapping, etc. Iv been trying some different stuff out. Playing with UDK material…
Hey! I noticed that the wood material looks a bit off because the grain direction doesn’t match the shape of the object. Could you share how you made the material or applied the texture? I might be able to give you a few tips to fix that. Also, the geometry could really benefit from some beveling — right now the edges are…
Use a Path Deform (WSM) modifier. Use it on the single object, then instance that object using the Spacing tool. It will instance the modifier and you will be able to edit the spline, and the objects will follow.