Well, it's all lightmaps. I tried going for a fully dynamic but honest to god I feel like UE4 has a long way to go to be really good fully dynamic. Using an dynamic lighting engine every day like Snowdrop with all it's volumetric lighting goodness etc I feel pretty stunted in UE4 sometimes haha. But yes! Lightmaps, I had…
It looks like you are using per-vertex lighting on all your static meshes. Switch to lightmaps if you're allowed to, it will make a huge improvement. Bump up the resolution on your terrain lightmap too, it looks pretty splotchy in places. Your shadows are too dark -- are you making use of the View > World Properties >…
You can get a trail version of XSI or Half life mod tool. Just go to Softimage.com register and download. Your poll is missing Lightwave. I can safely assume that because of it's age and because Newtek cut the price almost half, compared to Max about seven years ago it should be at least as popular as Maya in terms of use…
UPDATE: Hey everyone, here's another WIP shot of the MegaMan I've been working on. He's 3050 tri's with 1024 diffuse atm with AO and lighting baked in. I just started texturing so I'll try to update you guys after I've made some decent progress. My biggest concerns that I'd like some feedback on are the silhouette and the…
Hi everyone. I have a second UV channel for each object in my scene for light mapping. I'd like to combine all the second UV channels for each object into one UV Map to lightmap my whole scene. I know Maya has better options to copy UV channels within the UV Texture Editor, but what is the best way to get different objects…
Hi! Is it possible to Import 4-5 Static Meshes that i have in the Maya Viewport to the UDK? When i Combine them ALL to one big mesh, the Lightmap sux, because theres overlapping... When i export every Mesh individually, the Lightmaps are nice, but the Pivots in UDK are bad and to arrange the meshes in UDK sucks :( For…
all these awesome models ! makes me see how low i actually am in modeling ! guys , i've got a problem : how do i get a lightmap using xNormal or similar method ? my high poly mesh isnt uv'ed so i cant use it to render a lightmap , and projection modifier (max ) is giving me a ton of bad ray hits ( cause my mesh is…
Here's a quick lighting pass I did to get the base of what PixelMasher demonstrated. Obviously I have a lot to push but just wanted to get things in place for now.I also added in some fog for atmosphere and some basic crap for the fan that needs much attention. I have been busy optimizing my meshes as well as…
The weightmaps (layer painting) heightmaps(sculpting) and slopemaps (normals) are all textures, but are created by the engine with a 1:1 texel to vertex ratio based on the chosen terrain component size. Lightmaps also initialize at the same size but has a scale multiplier for more or less lightmap resolution as needed.…
Thankyou much McGreed! I will investigate these options thoroughly and come back with results. EDIT: After reading through that thread I realized that that problem only seems to affect people with lightmap issues. I'm not using any lightmaps at the moment and for thsi model they're not really necessary. Using a symmetry…