I wont comment on the video, i just think its a horrible idea. It dosnt show off your models properly. Just looks weird. Anyhow one thing i reacted to is that you use Lightwave 3d, i would suggest learning max or maya. since they are most commonly used. Edit: woop im stupid l2read, but seriously post Max and Maya…
To everyone new to UDK Allow me to put some links from tutorials that could be useful during your progress - From Mr. Christopher Albeluhn web site http://www.chrisalbeluhn.com/3D_Tutorials.html - From Hourences , not technically UDK more of UT3 but theres alot of stuff usefull. http://www.hourences.com/tutorials/ - How to…
I was an avid Lightwave user a while back and Modo came along. I was reluctant to use it, because quite frankly Lightwave+Max+Maya was all i needed. It's only as of now that i finally took it up and use it in my projects. The strength of Modo is to have all the modeling tools for one shortcut ie: bevel "b" bevels anything…
Thanks cody. I moved the warning texture and turned it into a decal. I actually didn't think of using a second uv channel for lightmapping. I thought that since Unity free doesn't have access to shadows, it didn't have access to lightmapping either. I realize now that both features are totally different. I'm adding second…
Wow, that's pretty confusing. I don't understand why you have to detach the meshes? You don't need multiple UV channels unless you're combining two maps in a single material, and each requires a different UV layout. A good example is lightmapping (see Pior's example at the bottom here) where the color map uses a UV channel…
flush the lightmap info and try again if that does nothing then generate unique UV's for lightmap through unreal (these are bad, but have solved unexplicable things before for me...) then try vertex lit check your light influences place a few to eliminate the black splodges all else fails make it an unlit, fake lighting…
Heyo polycount! So I've been working on this art test and I'm not entirely positive how much details I can release so I'll be vague. Realistic Style, with Diffuse only. 1000 tri limit. no more than 10x 1024 textures. No more than 1 alpha. Lightmap. ONE beauty shot. Model and texture: A Rock, A Tree, A plant, A small patch…
Maybe your lightmaps are too high res? What does it look like when you look at the scene with lightmap density view on? There are websites where you can download free HDRI sky textures like https://hdri-skies.com/ if you are looking for a sky without lots of trees. The skies are all going to be blue, but you can tint it…
here's the big question that must be asked.. what are your shadows being cast onto? a brush? or a mesh? if its a brush and you havent changed the properties of it, id suggest clicking on the surface and pressing F5, then setting your lightmap res to 1. if its a mesh, then you probably just need to up your lightmap…
wow man, awsome tutorial really helped me out! I have a question tho.. When i am in the editor the lighting is 100% fine When i play the game the lighting is 100% fine however When i do the screen dump thing to record my udk cinematic the lighting is borked. As if i have lightmap problems but when i play the game from the…