Hey guys, I am in the process of re-doing a scene from my portfolio and I need to get into the habit of using a game engine so i was going to use UDK. I was just wondering, is it better to make and texture objects in maya and import them into UDK or to texture the ibjects in UDK? Also is it as easy as in Max to import…
No wall jumps, its just not what we want to go down really... You add that and the game goes from one extreme to the other, and we ARE trying to ground this in reality a bit more. OverDose is a tiny bit arcade in that we don't allow instant kill shots at the like, same way really Wolf was a "tiny bit" arcade. We won't be…
Hello. Yes, of course. Here's the description of the situation and the solution I applied. First, I created low-poly and high-poly models. Because the high-poly sculpt was very heavy, I used only one instance of the objects for baking onto the low-poly overlaps and trims. This caused a problem with the AO map: on one…
[short version]Hi all, not sure if this is even possible, but is there a way to keep the Texture Coordinates from a Procedural material, yet have them apply to a model using a different Texture Coordinates method? Possibly via Mixing or Math? [long version]I have a Procedural material which was made on a Plane using UV…
Yeah, my mistake, for some reason I immediately switched from mentally imagining the source object to bilboard bake to source object to standard low poly bake hence I started asking non-sensical questions. But now that I've cleared my head and with this new reply of yours everything is perfectly explained and is very much…
If you are still wanting a way to bake a MR ambient occlusion map you can either scale down the low poly object or scale up the high poly object. The push modifier works well for this. Ive found that this works quite effectively and eliminates the intersecting low poly objest which causes the black spots. The MR bake is…
my .02's incoming. When working on items, they aren't already packed into the uv space before you move onto the next one? Since you are making packs. Why not keep them separated items separated & when you are ready to pack multiple items together in an atlas then also provide the atlas versions? or variations of atlas…
Hello @Noren ! Thank you again for your speedy feedback!~~ The planned environment is going to be a first person viewing and allows audience/players to roam around. I don't plan any crouching movement or interaction at this stage of production ( Most probably will implement it when I am done with this project submission by…
Select the object then look for the "UV Editing" workspace tab at the top. Press "A" to select all geometry. We want to see the UVs that'll appear on the left. In case there's no image under the UV you can select it from the header in the UV Editor or click on it from a Shader Editor and it'll appear automatically, but in…
Required/desired texel density depends on that Texel density itself is static and directly related to object dimensions and texture dimensions. It does not change unless you modify UVs or scale the object In this case. The UVs are probably the root cause of any problems like pior said - it's certainly nothing to do with…