It depends on the character design you're trying to model. With the concept art you draw exactly what you want and what the character should look like. But when it comes to modeling it, you need to do some engineering and think of how to best arrange your topology to represent the forms and flow that the design suggests.…
First of all you should not have overlapping UVs in your 0-1 UV space when baking, you should offset the overlapping shells by 1 in U or V (This is not moving them to another UDIM either, games rarely use UDIM workflow anyway). Moving the overlapping shells across basically mean they will be ignored when baking. Each pixel…
just working this out in my head, I would do the following: attach the beam to 1 toggle the beam off (so the player can not see it) set up a trace between 1 and 2 if the trace from 1 hits 2, toggle the beam on if you apply this logic to each box (you will need to set up traces between all boxes) the beam will appear to…
YOu may have this problem: http://www.mapcore.org/topic/15556-udk-foliage-lighting-woes/ It is quite bugged, unless that has been fixed in the latest UDK. Last time I tried it was still broken. 128 is not a good idea for foliage, as it needs to get all lightmaps from each foliage cluster (default 100 instances per cluster)…
//edit: didnt mention that, but the sprite sheet is for animations, so the images have to go from left to right - top-down Hey all, iam just wondering how a good spritesheet workflow would be. My curently workflow is 1. Render Animation 2. Put all in one Css file on top of each other and Crop 3. Save them out via script 4.…
Hello and I am DarkUnicycle. I am the Lead Developer of Hard Hat Games. We are a small company, that has recently just started a project called Davyd. It is a horror title, but it takes it a step forward into horror just has many great horror titles have done such as Outlast, The Doom Series, and the Slenderman Series. In…
Gumroad had it coming. Always telling Paypal they were 'just on a business trip with colleagues', that they're just 'old friends' with credit cards. Glad Paypal has gotten it through their heads that Gumroad was just playing them, messing with their feelings and treating them no better than an IOU note or a Domino's coupon…
No, not quite. Material 1 and 2 are not being blended together by the heightmap. The 2 different materials are assigned just per face and this is a simplified example of how some of the Madagascar assets were done. Material 1 consists of 2 main textures. Texture set A - Grass (controlled by blue vert paint to bring this…
UPDATE: This issue has been solved and had nothing to do with textures or meshes, in this case the problem was caused by a file called sharedbones.qci, after replacing it with another version randomly found, the problem was fixed. more info in this reply: http://www.polycount.com/forum/showpost.php?p=1764090&postcount=30…