So it's been about half a year since I last used UDK and I'm getting back into it, but I've had some really frustrating issues. 1. I downloaded the latest version(January), but I've also encountered these issues with Decembers version: Whenever I import my assets, place them in a scene then save the package/udk file, I get…
Hey guys, So I have been coming across some issues. When I render I get errors on really high poly models that include: "The render was cancelled due to insufficient memory. Adjust the scene or Render settings to reduce memory usage and try again." My specs: Windows 7 Ultimate 64 Bit Intel Core i7 3.4GHz 24 gigs of ram…
Hello guys, sorry for late reply. @haiddasalami, thank you, it works using setProperty. local texpath = Bitmaptexture fileName:tmp
setProperty defmat (texSlot[slotIndex] + "Map") texpath -- print defmat.diffusemap
-- Bitmaptexture:Bitmap @polyhertz, execute() just doesnt work in my case. Bitmaptexture fileName:tmp cant be…
How long have you left it to process? I ask because UDK in some cases will have to generate mips for each texture and then I know there is also some sort of shader cache generation thing it has to do all of which takes awhile. Also right click on the package and select fully load before applying and see if that gives an…
My guess would be that you need to bake in Marmoset using a triangulated low poly mesh, and then use the same triangulated mesh in Substance Painter. What I think is happening is Marmoset is saying the hidden triangulation of your quad is going from bottom left to top right, but then Substance Painter is saying no, its…
No, it looks like he's using hard edges but hasn't split his uv shells. (Edit, actually it looks like both.) Though setting all of the edges to soft in maya will introduce different types of errors (smoothing errors). Make sure "match using" is set to "Geometry Normals" in the advanced tab in transfer maps, this will fix…
I don't know the answer but this info might help. Catmull-Clark is one type of subdivision surface algorithm. ( http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface ) From the error message you posted it sounds like mudbox is trying to do the reverse of this algorithm to calculate the lowest mesh before…
Yeah tried restarting/deleting/reimporting multiple times. Something is screwed up so am currently trying to get support from Unity forums. The only error I have is "Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs(88,34): error CS0619: `UnityEditor.BuildTargetGroup.WebPlayer' is obsolete: `WebPlayer was…
I'll not rig that one, this is solely for purpose of trying to retopo for the first time and bake maps correctly. So, I went on, retopolized the clothing, done uv layout and created normal maps and of course I run into some errors that I have no clue how to fix and why they're there in the first place :D The overall look…
I think consistency makes or breaks alot of styles, it could be said that's why alot of "realism styled" games fail in visual regards because it's hard to be thoroughly consistent in their assets to the realistic style, you see some small piece rushed or poorly executed and it kills the immersion or falls into the uncanny…