hmm.. you have the "padding" thing up there on the top, and you can set the ray miss check colour to a healthy 128 128 255. then just increase the padding so much that the black almost disappears. of course, thanks to max programmers brilliant awareness of the woes of artists, you'll have to do this shit every single time…
"The numbers in this image arnt to far off. Money = Time" A diagram of how much it would cost to make all the CG used in one scene of the game with full scratch Well, it's true that people who aren't familiar with the fact that CG production costs a lot are often surprised. Well makes sense, Recall, when GTA5 was released…
30 for a round trip fly ticket? A friend of mine went Rome Berlin and paid 250 euros in economic class. And round trip ticket to Japan so 14-16 hours of flight is 1600 euros. 800 and 800. Thats what I read on the official airline company site in Italy
Just an idea as I've never encountered this problem. Have you tried lowering the resolution of your lightmaps, 512 - 256 is rather large for such small pieces. Maybe UDK is running out of memory or storage space for them (if that's possible...) and is trying to reuse what it thinks is a "best fit" for what it can't store.
I think the only thing that i think hurts your performance is your Processor... you change your mother board and a new processor and you should be set for a while... but that is more than 250 dlls for the set. Newegg has good deals..maybe you can find a combo for both.
The justification for using a different texture for the head is usually so it can use it's own material as efficiently as possible, right? Naughty Dog is using a cut-down fake SSS shader for their heads, and it sorta makes sense to only pay for the fancy shader for the 256 or 512 head and not the entire 1024 character,…
If it's phong, you need to specify an exponent (gloss) value or texture. You also have to turn phong on with a boolean; $phong 1 $phongexponent 5 // use either this one for a flat value 0-255 $phongexponenttexture <texture> // or this one for a greyscale gloss texture $phongboost 1.0 $phongfresnelranges "[0 0.5 1]"
Is your normal map being gamma corrected (it shouldn't be)? If it is being gamma corrected then it will be unnormalized and you'll hit these issues. What happens when you fill the entirety of the normal map with 127/127/255? is that what is happening in the first image? If so, that sounds like an issue with gamma…
Dropbox? I thought that was standard these days? No compression, easy to use. Register and your up and running. And yes, that was an ref link from my Dropbox. I'm sneaky like that ;) (gets me an extra 250 mb..) Would love to see wires on both the HP and the LP. Looking very solid this far!