Hello guys, this is my first time using Unreal 4. What I'm trying to do here is exporting my SP project to UE4, but I get this weird render from my viewport, the material for one part just doesn't match with my final work. The red highlighted part supposed to look like the rest of the ship. it also shares the same material…
Hello, I modeled a modular wall facade, and split it in half to stack the UVs to save on texture space. I combined the Two Stacked halves and imported into Unreal Engine 4 version 4.20. When I build lighting the lighting was weird and broken because of the lightmap from the stacked UV's im guessing so I made a second UV…
Hello guys here some progress of the "Blackreef Pirates" game I'm working on. the game is an RPG built on Unity Engine and we plan to release it to iPad, PC and Mac. I plan to explain in detail the procedures that I used with a series of little making of, but for now here are some time-lapse screen and a video showing the…
Lies and heresy! IE stutters and stunts on a lot of standardised practices. It's like a painting platform that doesn't use a photoshop (standardised) UI and so holds everyone back ;') -edit forgot- Except you are forced into having support them along with the other major browsers. I've had to rebuild a entire site just so…
@Zyhael In Unreal go to the content folder or whatever folder you want to hold your meshes click "import" and find the FBX of the mesh. Then you can click and drag the mesh into the scene. If you've already built your scene in something else I still haven't found a solid way to import a scene from one software to Unreal.…
If you need to animate, the topology is super important at the end when your animating. Generally, when you're sculping, don't waste time building manual topology (specifically for organics; for some things it's good to start with a specific mesh for strategic poly-groups and organization). What you need for sculpting is…
I always liked Dark Cloud 2 from Level5 (or Dark Chronicle as it was named in Europe). This game has alot of fighting, collecting, inventing and exploring. The gameplay involves alot of exploration and combat, although exploring some of the maps can become repetitive (most of them have a similar layout but have a different…
I think the 'official' response is "no, it must be checked at the time of creation" but I'm pretty sure you can enable it just by editing the project's xml file and adding SeamTermination="true" to the end of the first line inside the closing bracket >. (You should maybe make a backup before following my crazy advice.) So…
Sometimes a dude he gotta suck some dick. Seriously though, dabble in everything, find which one you love, and home in on that. I don't enjoy animation, I have a poor sense of timing, and ergo I don't animate. I've dabbled with it and know the basics but I don't do much of it. You could be the opposite and find you like…
From what I have seen, its often the environment artists that get it in the pooper when Design comes to town. On a project with bad planning or untested gameplay the environment team can end up suffering because of the lack of foresight or early prototyping of gameplay. Sure it depends on the type of gameplay your dealing…