heres how i usually do this: place a copy of the straight part at thesame location on the grid as you did in unreal, then align your curve to that by moving the bend modifier gizmo until it aligns. Then snap the vertexes to the straight copy so there will be no small gaps. voila!
Faces tiled across horizontal strips of the texture, and/or extra horizontal/vertical cuts in your model to apply individual faces to specific sections of a material (which can be required for smoother [vertex] lighting). This is slightly covered here: http://chrisholden.net/tutor/util02.htm
so here is an update i still need to add a few things like vertex painting and adding cloth physics for the flags. i also need to fix the landscape textures just need to figure out how again any advice or criticism is welcome
[img]http://jonsolmos.com/Soa%27din2.html[img/]Hi amile. Thanks for the comments and feedback. Therea ctually is a tail but it isn't apparent at the angle of the renders. I went back to Max and moved the tail vertexes so that it would be shown in the updated renders.[/img]
They're just pinned. You can help LSCM to unwrap the way you want by using pinning. Also if you want to unwrap just some of the islands again then you can pin one vertex per island you want to keep the way they are.
Skin's Abs. Effect spinner is still broken, doesn't update when you select another vertex. Otherwise... it's about time for those fixes. The rushed release schedule does have its benefits, but in turn we get a lot more buggy code.
well if you unwrapped lod0 (the higher one) then smashed it down to meet the requirments of lod1 it should have the uvs good already. If not and somehow you need to transfer uvs. I don't think you can since the vertex order is now seriously different.
My logic tells me it's Shader LOD. If a character is 15 pixels tall, fuck parallaxed normal maps and reflection maps on the eyeballs. Just render the diffuse map + vertex normals. I think UDK calls this the 'fallback shader' but I'm not entirely sure.
It looks absolutely superb mate! :) May I ask how did you make the garbage on the ground? Vertex paint? Or floating panels? Because I found that the decal system is so bad in UE4 that I would simply call it non-existing. :poly127:
What i'd suggest is to add a slight grey gradient protruding from the stem of the palm leaves using the alpha channel of your models vertex colors. It adds a neat ambient occlusion effect with pretty much no performance drop, and works exclusively with vegetation in cryengine.