Update on WA: Monolith 6 ArenaNet 14 Microsoft Game Studios (?) BlackPowder Games (?) NST (Nintendo Software Technology) (?) //Snowblind no longer exists. (Merged with other studio)
At what point will Uscript and Kismet not be enough? UI? Networking? Edit: Also, if Kismet is so messy, isn't that something to worry about in UDK4 with them merging Uscript into Kismet?
I believe he means that you combine all of the pieces into one object when exporting for the game. Unity does not require you to keep all of the verts merged.
Got a new issue if you guys can help. How the hell do I merge another FBX file into a scene as a separate take but not have it duplicate the character?
The only thing I'd say with the renders is tone down the reflection a bit, I'm finding it a bit hard to pick up on stuff on the right as it all kinda, merges :s
Ok thanks :) Just assign the AO to the diffuse, you should be able to see the problems that way. I merged the center verts at 0.1, all of them seem to be connected
Yeah, anywhere its raised throw in some cliffs, texture and merge them with the ground. Then using vertex painting, paint the tops of the cliffs and the ground seams and blend them.
It's because of the nature of the dynamesh topology and how the PGs are distributed. You can use the 'merge stray groups' feature and Zmodeler+hide/show PGs to quickly clean it up.
A friend gave me the solution. I hade to merge my subtools and "auto group" them. After that I split them based on groups. This finally fixed the problem.
This should definitely not break your uv apart maybe from the polygons directly contiguous to the weld. Did you collapse the stack on your mesh before merging the vertices ?