Thank you for the links $!nz :D But I think I've explained my problem wrong as English isn't my native language,so I've made another picture which(hopefully) will do a better explaining. I have this wood cabin model and I want to use 3 textures for it. 1 tiling texture for the wood 1 tiling texture for the roof 1 texture…
Based on what you've shown here and what you have on your website, you've definitely got a great handle on high poly modeling. I'm eager to see some of your stuff baked to low poly meshes, textured, and running in Unreal :) Personally I wouldn't just do a bunch of random assets, I would decide on a small scene that…
Its messy looking for everyone not only for non programmers : P those brackets, Professional Experience(){ text text2 } First off thats not a nice way of writing this, and that function/script would contain something and not initiate brackets that does not make sense, at least in the languages ive seen - if you do it this…
Yeah same here -- no normal problems with the Maya FBX to UDK pipeline. Here's my settings: FBX EXPORT: smoothing groups: on tangents and binormals: on referenced containers content: on all other options: off UDK FBX IMPORT: override name: on explicit normals: on remove degenerates: on one convex hull per UCX: on (not…
I think you gained the answers you got because of how you stated you went about choosing the style, stating you lack the drive will uninterest some people as they do not see that your committed to what you are presenting. everything is simpler depending on how you go about things, saying that, everything has a theory too,…
I would not split a object on multiple lightmaps, that is not efficient at all at runtime. (unless the object already is made of different materials that reflect that split). Else you ask for the same model needing separate drawcalls just as you changed lightmaps and nothing else... multiple meshes on one map is what you…
Doom2 was my first multiplayer game, we used to do coop and DM across a serial cable. Man it was fun. I remember playing level 11 in coop, on ultra violent. There was a ring shape area in the level surrounded by acid (and containing a cyber demon). We used to press the button to lower an area and try to lure the cyberdemon…
Once you have an emissive map set up in the material editor, select the static mesh with the material applied (your pod) and hit F4 to bring up its properties. select StaticMeshActor -> Static Mesh Components -> Lightmass -> Check the box that says use Emissive for Static Lighting. Rebuild lights and rejoice. This link has…
alright, just a few quick questions. i have modeled a bus stop to practice unwrapping and texturing. however, this model contains glass panels. how am i supposed to model to accommodate the glass panels? the way i have it modeled now, the glass panels are basically just inset pieces that are extruded into a box. should i…
Ok got it working, you have to triangulate before exporting. Can't get a texture to load yet, although I think that's an export screw-up on my end. UPDATE: Still can't get textures to work and I'm well and truly confused. Am I right in thinking that the .mtl file contains the info as to where the texture file is stored? If…