Why is it in game view mode or PIE, my textures look blurry compared to normal editor view. As if it is receiving too much ambient lighting. Is there a way to get through this or is this normal in udk?
looking cool so far, but i'd say don't waste your time doing promoshots from another view then the players main view, tweak everything to iso i'd say :)
For the FPS view, I reccomend pulling it way back, have a lot less of the stock taking up all that view...feels odd and makes the front end feel puny that way.
Hello! Thx for the advice, I followed your instructions it seems only one view worked but the grid is missing somehow. The front and side view is still the same. Any more suggestions?
My online portfolio can be viewed at http://www.rjhalvorson.com I am skilled in 3D art, design, and web administration. My resume in word format can be viewed at this link: http://www.rjhalvorson.com/files/halvorson_resume.doc Thanks! Russell Halvorson
I had this bug occurring on a recent project. My texture sets were at 2k in the view port and I was exporting 4k maps. As soon as I set the view port to 4k and exported, the discoloration in the corner went away.
I had a quick look. I cleaned up the UVs a bit, moved them around (not perfectly) but the UVs are more evenly distributed now. bake in xnormal, viewed with standard phong realtime view in Maya 2011, and the normalmap,
It's the TextureSet Settings window, you can bring it back through the View >Views menu. It may be hidden as a tab of another window (if you drag and drop a window on top of another one, it will be added as a tab at the bottom of the said window).
Hey the foreshortening on the gun is as simple as adjusting the "Feild of view" settings in the render tab. Do you have any experience in photography? Higher field of view means more narrow lens and more foreshortening; inverse for lower FOVs.
Hey, if this still active, would it be possible for you to tell me where you got the reference images from? I'm having a hard time finding any 2d views of the front, side and back views of a space marine.