My money's on the FBX export settings, and the import settings to UE4 as well, potentially. Look at some Maya-to-UE4 documentation to see what settings are and are not recommended for exporting; and also, what import settings are recommended in UE4 for this type of mesh. This section of the documentation addresses a lot,…
thanks for the support guys its really appreciated :) BringMeASunkist yeah i know at the moment im just unwrapping each part first then i im going to combine it all together, at least i think thats right. this is all pretty new to me at the moment so kinda learning as i go :) piko ok mate cheers, its only really big at the…
You don't need to enable/disable movement and stuff, and you don't need to attach the pawn. The simple solution is to not use matinee for the boat movement. Use a timeline instead. If your ship has collision, and you simply spawn the pawn above it, it should nicely land on it, and stay until you stop the boat and tell the…
It's a 2d document, so the closest you can get is to have two identical views (but with the ability to 2d-zoom in on one of them). You might be able to use something like Arraymesh to have different instances of the tool populated and offset on the same document, which could let you see different views at once (although…
Yeah, the most popular tool is world machine followed by world creator so many people do tutorials for them. The official documentation should be completed for this month I believe. Although Gaea is quiete intuitive coming from world machine so in my case I didn't feel the need to follow tutorials to learn it but the…
Documentation: http://unity3d.com/support/documentation/Components/terrain-Height.html Technically this will work with any engine regardless of it supporting heightmap based terrain. as long as you can write a terrain blend shader, you can allways use 3ds max to displace a plane an make it a static mesh. you will lose out…
Check the "set throttle input" function. Yours is looking for a Wheeled Vehicle reference, while the one in the tutorial is looking for a Wheeled Vehicle Movement Component. There are often identically named functions in different, but related, classes. Pull a node off the vehicle movement accessor you have there and then…
it depends on how you paint. If you find yourself using mainly wrist movements, I'd go with a smaller tablet (6x8 or so). If you prefer larger, arm-sweeping movements (seemingly more popular with "painters") then a 9x12 or larger is for you. I use a 6x8 at home and work, but I DID prefer the 9x12 I had back at 5000ft.
Can you talk about the gameplay? How will it be like? Personally I'd hope something relatively realistic, considering the game world looks so realistic. So no crosshairs or anything like that, proper weapon functionality and damage, realistic player movement (I think Crysis had good player movement) so that you can't…
image > adjust > match color you'll choose your source image, and what you want to match to. There are some sliders there for adjustments and such. Best way ive found is to put it in its own document, then put the texture you want to match in its own document (on background layers), and run Match Color. Then C/P it where…