Try using a 2-sided material. Object Properties has Backface Culling off by default, which makes meshes 2-sided in the viewport, but not in the render. I always set the Preferences to enable this by default, to avoid this kind of problem.
Not when you make custom shaders. You can make UDK look like Cryengine. The only thing making up an engine's default look is the stock shaders. Change those and you change that 'default engine' look.
Make sure "Keyboard shortcut override toggle" is on. It's the square icon with an up arrow right before the Snap toggles. If that doesn't work you can go to Customize > Customize UI and Defaults Switcher and pick Default UI.
that script there is a huge troll face its not working at all /edit never mind i am just a noob it works great but the default color should not be black with 0 alpha ! default should not be something thats invisible !
Based on the new Kojima Productions logo One 1024x1024 diffuse map One 1024x1024 bump (not normal) map one 1024 x 1024 env default max scan line render with default skybox light.
Rooster wins by default, or TK0, whichever comes first. PS: 96 percent of polycount will not have any idea who you are until they google this obscure word quake people seem to mention, that's the default, the ones that do know, that's the TKO.
You can also try using a bigger ray distance. It defaults to 0.5 (whatever that means!) but I know that with the mesh scales I use, based on the default Mudbox body mesh, bumping this number to 2 or more does the trick.
Ruz, try using Ben Cloward's normal map shader if you're currently using the default 3dsmax one. 3dsmax's default normal map shaders make things look like ass anyway. I'm guessing it's probably just that.
Hey Obscura, I almost didn't recognize you with the new Thumbnail or Avatar, whatever they call it these days! ;) I get what you mean. I recently started a new project and before I start creating the world I had to figure out some things and lightmaps were among those things. So I created a couple of small wall pieces to…
It might be that you need to invert the green channel of your normal map (if rendered with default Max settings) in Photoshop. Strange that Maya's default normal map bake didn't work for you, it should be exactly what Marmoset needs.