I recently found that using a vector transform and a vector set to 0, 0, 1 (the z up shader base) as a lerp's alpha will make UDK completely ignore vertex color. Make sure your shader isn't doing any fancy pants tricks -- plug your vert color right into diffuse to see what it is doing, then use that result to do other…
well it depends on the complexity of the model , if you have a too dense model to import to max to build your lowpoly , just grab subd lvl 1 or 0 and use that as the start, for characters its practically the same, either you reimport level 0 or 1 ( assuming you made the basemesh with good topology ) or you retopo on any…
Looking really cool! Really like the sleek look! I find Per128's comment from a recent thread to be pretty funny right about now though..."what the hell, lol. How can two people both, independently, come up with such a morbidly oddball concept?" -Per128…
nice scene. I agree if you want cartoony, bump up the saturation. You'll also want to sharpen up your textures a bit. I think you would benefit from reading through the crits that were given about the western Marshal's office a little bit ago:…
[ QUOTE ] You're killing me here with the "crevice maps" thing. It looks exactly the same as AO/GI/Radiosity, you name it. What is so different about "crevice maps" that it deserves yet another name? [/ QUOTE ] It doesn't take shadowing/light into account, like an AO map does.…
remove edges that aren't deforming the geometry. you have a lot of extra horizontal and vertical lines going though your buildings that you can remove. Specifically going though the window @0:18. Also the bricks @0:10 on the left hand side can just be squares, they don't need to be subdivided that much if you aren't going…
also if you're raytracing shadows (and you want an alphad object to cast just the shadow of your alpha) go into material attributes>raytrace options and turn shadow attenuation to 0. that should remove any ghost shadows of polygons and leave the shadow from just the shape. if that doesnt work try turning the attenuation to…
Thermidor, take a look at this, this is the basic female model I tried to use for this model. I am already aware I have to make changes on the basic model. well my point is, I tried to model realistic first, and it just looked like crap. but I will try that again later.…
Sounds like it's giving you the texel density if you were to stay within 0-1 bounds (no tiling) with those texture limitations. You can scale your uvs past the 0-1 bounds, overlap etc to get the 20.48 value. Using something like textools helps visualize this, you input the desired TD, what texture resolution being used,…
Sounds like it's giving you the texel density if you were to stay within 0-1 bounds (no tiling) with those texture limitations. You can scale your uvs past the 0-1 bounds, overlap etc to get the 20.48 value. Using something like textools helps visualize this, you input the desired TD, what texture resolution being used,…