I had an issue with this the other day that I could not figure out why it happened. If you open up your normal map in the content browser it will give you a little info thing at the top of what resolution it will use in game. For some reason UDK was telling my map to be displayed at 512 but I had no idea why. Re-importing…
What you are seeing is probably the result of mip mapping. To fix: 1. Double click your texture in the Content Browser. 2. Scroll down to the LODGroup setting and change it to TEXTUREGROUP_RenderTarget. That should allow it to display at a much higher resolution in game. 3. You can also change the LODBias setting to -2…
here's [ame="http://www.youtube.com/watch?v=rQqjPZNRLv8&feature=related"]Advanced content creation ,"FBX pipeline for power users" - YouTube[/ame] http://udn.epicgames.com/Three/FBXPipeline.html :poly142: another one ,( short one ). excelent tuto , dont show fbx export , but explain multi textures !…
It's the first introduction course to a series of tools they need for theyr then starting three to five years Digital Media studies (some of them go into Sound production, some into Video Direction, some into Game and Animation and some into Interactive Media (UI creation). The focus during the studies is more on content…
That may be true, but that doesn't contradict what she said, and the contents of that piece she linked. Did you guys actually read it? Combine what you said with a western-backed coup, and it paints a clear picture. True, people already had strong anti-establishment feelings. Which it looks like the western powers took…
Completely agree about the blog feature, currently its the main appeal for me personally. I suppose i was looking at it for longevity and from a freelance perspective also. I'm also happy to hear so far the consensus is that its the content on the canvas and not the canvas itself. From what @zachagreg said its easy to…
Yes I did, but it's not really necessary. Just use a cubemap as the cookie for your Point Light (or a 2d texture for a Spot Light). I think I just used the flashlight cookie that comes with Unity. There's a plugin in the Asset Store that creates cubemaps based on IES profiles. I think it was this one.…
Here is some more info: Error signature: - Application: Autodesk Maya 2016 - Version: 201511301000-979500 This error report includes the following: -Operating system name and version -product name and version -graphics configuration driver name and version -applications that were loaded when the error occoured -Active…
Depends on a ton of variables, as I'm sure you're aware. Tablet = iPad or a tablet PC? Mobile generally means more limits. Your best bet may be to provide ranges rather than concrete numbers. Some docs that might help: * https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/ *…
update! • Tweaked lighting a bit • Changed camera frame • Baked everything except statue part • Started with tiling textures for wall, roof and floor I think about redoing all uvs for lightmap cause i have so much errors with shadows and upping resolution not help at all Great article about unwrapping for lightmaps…