try flattening your armor object with an xform modifier. skin wrap the pattern to it and then remove the xform modifier. the pattern should follow it as it returns to its original shape. havent tried it but it might work. (am using maya at work atm or id test it :( )
Everyone I know with this problem has the same fix. Try running Max in Administrator mode when modifying your UI. Or save your new UI files somewhere that Windows is cool with you modifying. Like the My Documents folder, or the desktop.
Here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/Vertex_Weight P.S. I have never used it for Dota 2 so I'm not sure if there are errors using this method or not, but basically this is how you can adjust the weight of vertex groups.
yeah, it looks like there is no way to modify those values without making some custom kismet nodes or hard coding. you might be able to paste the matinee into a text editor, modify and re-paste back into UDK if you are super resourceful :D
Thanks for the kind words man! Yep, all done with modifiers, twist, FFD etc. I used modifier displacement based on a procedural gradient. I'm preparing a blog post with more detail which I'll finish and post as soon as time allows!
Work closer to your reference. This part here is wrong: Compare it to other Bayonets. You can Smooth thinks in Blender correctly by using the Edgesplit Modifier from the Modifier panel. Just select it and hit "Smooth" at the left hand side in the Tools directory.
@radiancefOrge what's the issue ? , put the exe , in Program Files/Autodesk/Maya_Version/ run it from there , don't modify the path of the first installation, modify the path of the second installation to adjust depending on your Maya version :smile:
Weird lighting... I think you would just perform a lot of Boolean addition modifiers since the object looks to be made out of repeated geometry. Then retopologize the modifier to get better results with turbo-smooth.
Wouldn't your gradient/noise be the texture based node int his case? If so, modify that nodes UV coordinates? If it's a procedurally generated gradient/noise then modify how the gradient/noise is created to scale it's results.
Re-reading my response, it was a bit fiddly. However it has the full explanation of why you'd want to do this: * Add a UVW Xform modifier with a U scale of 0.707 before adding the Unwrap UVW modifier :)