Are we talking Default Quality, High Quality or ViewPort 2.0? If we are talking High Quality or 2.0 then there's settings where you can change things such as "Color texture resolution" (which is 256 by default). Think this might be why you have a low res layered shader viewport result.
I have the Light map res to 256 on those models. I tried putting a grey material on the walls, and that didn't seem to help. So... yeah, textures are wip obviously, but until it is fixed here it is http://dl.dropbox.com/u/4593834/DentBlock.zip made in June UDK place in content folder
Finally figured out the cause! I have the lightmap resolution for this mesh set to 512. But when I reduce it to a lower value, like 256, it will fix the messed up light bake. UDK just doesn't seem to like cylinder meshes with a 512 resolution lightmap setting, go figure
I'll just add the links then http://imageshack.us/photo/my-images/217/magnumrender5.jpg/ http://imageshack.us/photo/my-images/7/magnumrender6.jpg/ http://imageshack.us/photo/my-images/222/magnumrender1.jpg/ http://imageshack.us/photo/my-images/821/magnumrender3.jpg/
yeah its not a head update but somes props I make for the same project a fireplace 844 tris 1024 diffuse and normal ,burned log 56 tris 256 diffuse and normal,render in unity (fire particules its not by my) and a big trunk 425 tris 1024 diffuse and normal
You can volunteer at GDC and get free or significantly reduced tickets (haven't done it myself but friends have), all access too I think, but not sure. You can get the expo pass for $250 and see the expo floor and network and go to parties etc but you'll miss the talks.
Looks amazing, very nice honor to of the original. Only critique would be to maybe detail the stone a little more? You might be trying to be faithful to the original but they probably had 256 textures for those assets or less so they didn't really have that liberty. It's pretty subjective though, looks good as is.
I tried this actually...does it only apply after a restart or something? I'll try again today. edit; even with the sample table size set to 256, and a restart, I'm still getting the artifacts. It may be worth noting that while both the physically_based and physically_based_specular_glossiness shaders get the artifacts,…
If you have a .MA, open it in a text editor (260 megs might crash out the editor) and strip out all the data except the mesh. You'll lose a lot of work, but at least you will have the mesh :) You can also try to manually debug the file to see what's wrong with it. Maybe there are 259 megs of corrupted data you can easily…
If you want to get into specifics, I do about 50 pec flys on one machine at the maxium weight Around 60 lifts on the weight machine at maxium weight 30 pull ups on the bar, 60 squats, and bench press about 250 pounds. I am a muscular fellow, but I sometimes have a gut because I eat rather unhealthy things at times.