This is all UDK stuff, so he doesnt show how the individual meshes were created, only how to use them to make a level. Most of them come with UDK be default but he did have to make a few custom assets.
lol no of course, my computer lags like crazy when i load up UDK with one of the default meshes or levels, or one of my assets (at like 120 tris) But, in max I can goto about level 6 of turbosmooth
try adding this to yer env: MAYA_GEFORCE_SKIP_OVERLAY=1 or try this <-- or try the spacebar tap to change layouts. then spacebar tapping to return to yer previous layout ( viewport refreshed? ) if you are in hi quality viewport rendering try default quality viewport rendering
been working on material studies since I started work, using UE3 Attempt at a jade shader: Crits HIGHLY encouraged. Floor texture by Epic (had to include it, havent messed with default PP yet which has MAD bloom.)
Looks like a fair start. I'd suggest pictures that aren't so weird (white background, green default material, cropping cutting off pieces). The small widget details look good, interested in seeing more bigger shape detail.
Yes, the entire world pipeline for ssx1 to ssx4 had to use Z up in Maya. Does not cause any problems I know of but it is a hassle trying to think in Z up and default planer mappings are reversed from what you are used to.
Just make sure your ram all share the default timings / speeds. Of course, basic quality is good to keep the same (don't buy value ram and OC memory and plug them in - this would work, but there may be problems down the road).
You may need to set up the brush options in Photoshop to make the pressure sensitivity affect Opacity (it defaults to only have pressure affecting Size of the brush tool) The options for the pressure sensitivity should be along the top toolbar, near the right.
Solved my own issue. Vray has a VrayExtraTexMap in the Bake to Texture options, which lets you plug in any 3DSMAX Map. I guess they did it this way because VRAY bypasses the default render system. Confirmed working with Vray Dirt, Vertex Color, Material ID
I think it'll always scale from its origin, which is defaulting to the averaged center of the uv shell. There may be a way to grab that origin and snap it to a vert or location so it'd scale properly to what you'd need, I'm not too sure