If the models are built for realtime I use screenshots of the viewport most of the time, sometime using a custom cgfx shader. You can enable the 'wireframe on shaded' option and tweak it in photoshop. A nice color scheme and a nice font (in a normal size) will do the trick most of the time
Thanks for posting dRaster, its good to know you guys are working on it. On a totally unrelated note, do you know of any tools that enable max navigation inside Maya or other apps or is that just something that is horribly improbable and never likely to see the light of day?
I think you need to enable lightmaps. right now you seem to be using vertex lighting, which simply doesn't cut it nowadays. In unreal, you can automatically create lightmap UVs within the editor, but its always best to make them yourself.
I noticed some smoothing group mistake on the gutter pipe. No idea if it's a wanted effect or not :/ Lighting : well it looks like you didn't build your lighting here. Or at least didn't enable shadows in the light sets. I like the overall tint of the first picture :)
dunno if it would be any faster for you, but I would have made the road with the line tool, enabled box geometry and generate mapping coords. so you just have to scale your uv's in one direction rather than having to rotate faces and whatnot.
Make sure your viewport is actually set to "smooth + Highlights". To turn this on right click the viewports name, "perspective", "front", "user" whatever one you are using it in. Also make sure you click the little checker box in the material editor that enables the materials to be viewed.
You can change the output in the bitmap map rollout. You just chec 'enable color map' and then you can select the R G B channels and zero out the ones you don't want to use. At least I think that should work. :S
it is pretty cool! I got working on it for a few hours today and managed to bring in a simple environment and a few assets and walk around it all like an fps, I also placed 5 lights. Runs really well. Pity I cant enable shadows in the indie.
Am I doing something wrong or did Adobe break the damn snap options for the guides in CS3? I've got Snap enabled, along with all of its options, and still the damn guides won't snap to halfways across an image, even with the image color-filled and select-all'd. They'll snap to the edges of a selection, but not the middle...
wrong forum I know, but I am in a hurry and it is kinda quiet in the UDK forum. I cannot for the life of me remember how to enable visibility of verts in unreal, of course you couldn't vert-edit but this made it very easy to snap-place meshes this way. please enlighten me if you know, thanks!