Hi Maega. Handplane 1.6 has uneal 4 support: http://www.handplane3d.com/handplane_1.6_beta2.rar An xnormal bake should look correct in UE4 on its own so you might try outputting an tangent space directly form xnormal and see if that does the trick for you. Most (all?) of the current bakers support a mikkspace output that…
well the thing is that the engine i'm working in only supports pvr files. The problem appears mostly in small images (128, 256) and in pics that have a cartoon stroke like the one in the uploaded pic. I'm thinking if i can export from photoshop better. I've triyed things like removing white mattes, black mattes but still…
there is a maxscript out there - i think it's even called autorig - that does exactly what keg just described - for bipeds and quadrapeds. the rigs offer nice control however you'd need a second, constrained skeleton for skinning and export to an engine because the animation rig itself is rather heavy with lot's of extra…
Thanks everyone for the feedback! So I have added another UV channel for light maps and have it set up in Unreal, but still not getting the shadow results that I want. Any recommendations? Currently I'm setting the building pieces at 64, the cliff pieces at 128, and small props at 16 or 32 depending on size. Not seeing a…
The biggest hurdle any new artist has to overcome is taking critiques personally. If you're struggling with texturing, take a look at this thread Texturing for Team Fortress 2: A Short Guide also study the textures that valve did and try to replicate it. Lastly, preview your models on a neutral background, pure white or…
I think MoP meant to ask what the 448 in a 448 map is? The numbers associated with texture maps are usually the size of the texture, which is typically a power of two. Meaning that it should either be 512 or 256 in size. If they told you that your limit for the map is 448 I'm going to assume they meant that it could be a…
Hello Polycount, here's another bland and generic gun! A finish to my week long obsession? - Nope, still missing a quad rail adapter and a Surefire M900V weapon light, but there are other things I gotta do first. So now to let it sit in the dust for a month or two while I go make nature.
I haven't used it since the November build, but here are some of my notes from back then. Be aware this might be wrong now, as the Landscape system was under heavy development at the time. * The height map creates the terrain shape. * The alpha map creates a mask for the layer. There is a different alpha map for each…
so gross that you have to pay 120 to get into the alpha i think that should be for all the founder tiers! probably get alot more people droppping cash to get in also if the price of admission was not so high. ill wait until you can buy the game for 30 to get into beta. still though im pretty pumped for the game, it looks…
Just a follow up to my selection issue posted above, I think I've found what is causing it... and I'm hoppping it's not too hard to fix. So basically, I set my text / screen size to 125% (to be a bit nicer to my eyes) and because of this, it seems to be affecting working area of the cursor as well. This is probably a niche…