It's cool, I'm having few views on my work as well. It's summer and we're in here working on portfolio stuff. Dern lol. As for UDK, You can import it as is...but...don't know if I would. I usually import per object and build the scene in UDK. Also, you'll have to remember that each object needs a lightmap and if you import…
If this is for unreal, it doesn't matter if you are using soft lit translucency or a 1-bit masking shader in terms of texture memory. Storing an alpha channel converts a texture from DXT1 to DXT5 in UE3, and that doubles the texture's memory usage because of the way compression is handled. If you do split your alpha map…
thanks, well i couldnt find much useful resources myself, most sites are long dead and the remaining ones use methods that are pretty complicated im gonna make a tutorial on how to make quake chars in the future when i have a site for that but for now a quick sumary of what you need to do: start modeling your character…
Thanks everyone for the positive feedback, I really appreciate it <3 @Tzur_H I don't strictly follow a texel density. Honestly, that's one of the subjects that I never took a grasp on sadly, despite reading countless articles about it lol what I usually do is never go bellow 100 in this arbitrary number in RizomUV. It…
You can improve the lighting and materials on this scene. For the lighting, you might want to change the exterior skybox to something more representative of an actual apartment exterior. I'm assuming that this is daytime. You can try placing a stationary directional light to give some nice and well defined hard shadows.…
Thanks for upvote. Enlighten in fact does an unwrap and packs all static geometry by itself. You can 'Preserve UVs' to use your authored ones, but in my scene most of them are auto. unwrapped by Enlighten. Then, it packs them based on proximity or manual 'atlas tag' value into real-time lightmaps. Those lightmaps have…
I'm no expert in using UDK as a render tool so there's probably just something I'm missing - but this is a problem I have not been able to figure out after hours of searching around so I thought I'd just ask. I've run into it multiple times before but this is the first time I've had the chance to sit down and try to figure…
Hello everyone! Heres what i posted in my thread but figured i should post here as more people might check in (i really need to see how to do this so i can start texturing :( ) Ok so here is what i did, i set up the lights like in the second picture so that i could render out a light map to overlay ontop of my diffuse. The…
I've been playing around with different lightmass, mesh, and light settings for the last couple days, and I'm not getting an effect that makes sense to me I have this: The left and middle pictures are straight shots from udk. The right one is a paintover of where I'd like to end up. And there are two problems. The first is…
XCOM 2 uses a fairly modified version of UE3. It procedurally generates the maps your guys fight in by arranging random, modular map segements in a pre-defined arrangement. I'm curious about how the lighting for a level would therefore be achieved. I'm more familiar with UE4 than UE3, but the technical limitations of…