You will have to hand touch many pieces here. Having beveled edges with face weighted normals will cause auto-unwrappers some problems. In general, I would recommend setting your hard edges where you want UV seams to be, running a script that unwraps based on the hard edges, then clean up from there. You can accept a bit…
So after re-installing The Witcher 2, re-downloading the EE at 10gig and a further 6gig for the Redkit, finally got it installed and running. Quite a nice editor to work with, takes the best bits from UDK like the Material Editor, Asset Browser and Static/Animation editors and combines them with the realtime stuff from…
After trying out so many, 3ds Max is the only modeling app I actually enjoy using. It's just so logical and you can have non-destructive modeling workflow with it using stacks. Stacks are awesome, every modeling software should adopt them. And let's not forget thousands of amazing free scripts and plugins that are…
Hope Kevin see's this since it's his high poly pillar, see what he thinks :) What are the things in the low poly that it is missing, anything in particular? It seems to be some of the overall noise in the chipped off bits. Overall it's not too bad, there is a bit of stretching on the larger chipped off bits on her dress.…
Hello All, Just a little update to tell you I'm finalising the last parts to this project. There might even be a WIP video coming soon...who knows! However other then animating there are other assets to consider, script, music, voice actors. Glad to say I've made quite a bit of progress here but nothing to show just yet.…
I reverted the InformMessage styling, it just wasn't working. It was meant to let people know when they've been hit by the spam filter, so they wouldn't make duplicate posts. But the AutoDismiss script is hiding the popup too fast. Working on a different solution. Also, colored the Sticky/Poll/Closed prefixes. These…
One way to do it, is to have two sets of normal maps, one wrinkled all over, one unwrinkled all over. Then you can store masks in the vertex color channels (or use an actual RGB map) to define where the wrinkles should appear, and use the bone rotations to drive the fade in and out. It's not something you can readily plug…
Awesome work man! Really appreciate you putting up the scene for us to dissect and learn from. Just wondering if you had any tips on getting such smooth looking normals on your meshes? By default max does a terrible job with the normal weighting and you get gradients all over the place, and even using an area weighting…
There's a LensFlare object that's basically a billboard yeah. It looks to be based on the same code a particle system is but just one plane (uses a lot of similar naming conventions/etc. in the script) You might want multiple lens flares/emitters layered up, some blocked by line of sight, some not, so you get that nice…
All of the foliage and ground textures in my levels were sourced from the marketplace, so I don't have anything to show in that respect. I've been focusing solely on the functionality of my current game project, so mainly visual scripting/blueprints. Thank you for the feedback. I'll need to figure out how to make the…