Such a simple thing and yet I'm unable to figure it out in UDK. I just want to make the mesh OR the material rotate 360 degrees to give the illusion of moving clouds. I'm not looking for anything detailed and if this was Source I'd just parent it to a func_rotating. Annoyingly Google links to some old Unreal 3 methods like…
thanks for the feedback Jackablade. Appreciate it. From your advice, I smoothed out the naso-labial fold a bit, softened up he cheekbones and moved it further down. And toned down the brow as well. Recently I have been exploring methods in doing hair. I've tried using fibermesh, hair and fur max. Been playing around with…
I've run into this bug too. I have been unable to identify the source of it though. It seems completely random to me. What's interesting though is that you have to undo several times which implies that zBrush does the projection in multiple passes. Weird. Have you tried disabling Fade? That helped for me some times, as…
Hey all, I've also started working through the challenges from week 1, so far up to week 3. It's been a great challenge and I've learnt a lot already, especially how difficult it can be! Are there any general tips anyone can give for breaking down more complex shapes and things that I should be keeping in mind while…
I imported your mesh to maya, and saw a node called morph, are you working with modo? maybe that's what causing the issue here, as far as I know modo doesn't export the normal data or something? don't catch me on that, I've read something about normals and modo's inability to export them.. but not sure what it is. you…
Because the polycount suggested is so low I'm unable to lay down the landmarks. I just end up shifting everything anyway when I go higher since it's evident the base had the wrong proportions. I'm being told to use lower subdivisions but nobody actually cares to mention what to do with it. Every single tutorial I have…
It might be a little bit hard to see with all the other codes, I didn't see any problem with my script so I tried to strip it down to be as basic as possible;( global test fn test = print "test" callbacks.removeScripts #viewportChange id:#vpUpdate callbacks.addScript #viewportChange "test()" id:#vpUpdate) .. and it is…
In UDK making a texture atlas for multiple objects is a waste of time. Unreal engine counts each separate object as another drawcall, sometimes called a section. The renderer pauses every time it goes to draw another section. It does not matter if objects are sharing a shader or textures. This means that there's absolutely…
that's a good point, and you're definitely not the first person to point that out. and yet i'm still unable to achieve a good balance between boring and noisy. maybe concepts and models that i'm using as a reference for what's acceptable also have those issues? for example age of conan stuff…
Hey hi Thank you for this, have gone through this one before. What I am unable to find is the best possible way of making world that when you drive around actually takes a good 2 or 3 min time to cover it all yet giving the feel of speed like going 300k/h etc When it comes to baking the entire environment you get artifacts…