It's my understanding that after May 2012, UDK carries a bug that ceases the ability to cast shadows through masked materials? I'm not sure if that was every fixed but I'm using March 2012 to avoid the problem altogether. My new problem is that when I import my normal maps, I always select "defer compression". When I save,…
I forgot to mention! All textures in the scene are 512 or smaller, with most of them tiling. The main texture I used besides the tiling diffuse and height maps was a 512 Utility Texture I've made for various effects: Red Channel - Contains a Render Clouds map generated in Photoshop. Green Channel - Contains a Noise map.…
sorry to necro this, but after not using this for a while, and trying ot use it again im having some issues with it. when ever i try to set the FBX export preset file, it just does nothing and gives me a error. here is the console output for running the script, and trying to set the file. import…
Does it only happen when you use specific tools? (The interactive split tool for instance is VERY unstable in 2012 so I always use the old one). You could try look for scripts with similar functions as those tools, they are often better and more versatile than Mayas built in tools. Not sure it would make a difference…
I didn't use 3ds max 2012 but I did use the 2010 version, which has the graphite tools. I don't know how much of a difference there is between the 2010 and 2012 versions of 3ds max, but I assume there isn't that much of a difference in terms of the functionality of the graphite tools. Anyway, I worked a bit on it, I have…
Upping the normal map resolution 16x will fix it temporarily, but as soon as you go down to 512 the aliasing problems will be back. 512x512 is 64 times lower rez than 4096x4096. If you want to go down to 1024 or 512, you'll need to rethink how you map the asset. You could tile the "s" shapes. Also you'll want to increase…
What texture size will this be? I wouldn't go any larger than 512 for RTS. If this will be a 512, then you need to map a lot more efficient. You can mirror about 50% of the stuff you have on there. There's no reason to unwrap each side uniquely, even if you would add unique text to it, it just isn't worth this kind of…
I pushed through and re-weighted the character. Was up all night till 8 am to finish that and the turntable animation diffuse pass. Also ran an AO pass for the turntable as well. The weight are not as good as the first time, and the damn modifier kept giving me problems. I am using 2012 and don't think I have any service…
Alright decided to bring this back to life as I need more help with texture blending. I have a grass texture and a cliff texture I need to blend together at the top of the cliff texture. The Cliff texture is a 1024 x 1024 horizontaly repeating texture, and the grass texture is 512 x 512 and is seamless in both directions.…
You can do it once and record a macro. I've got one bound to F2 that will: - flatten - resize the current image to 512x512 - resize the canvas to 2048x2048, expanding right and down - duplicate the background layer and move it across 512, then flatten - duplicate the background then move it down 512, then flatten - do the…