Bit confusing as normally the range is black to white ie 0-255 and its easy to visually do to that way ie almost black would be good for cloth, near white would be good for metal highlights So what constant times by my specpower texture would give me a standard range, as 500 seems a bit arbitrary for example if i was doing…
ABlaine, sorry for the late response, but just make a simple brushed metal diffuse setup in the material editor and add an d specular map to it. Play with the spec power to get the amount of specularity to look right, and then add a cube map to it. Videos on how to do these things: cubemap tut:…
can't seem to get a spec power 'texture' to work in UDK If i use a constant it works fine, but would like to use a grayscale texture to get variation in the highlight sizes ie the cloth should have a broader higlight, shiny metal bits a tighter highlight works fine if you use a constant ( minus any variation), but the…
okkk when i try and start udk now it freezes my whole machine and i have to forec a reboot (only way to stop it is to hold the power button) it does this a LOT and i have to reinstall and it will work for a little bit,, then it will start freezing on start up again, its really pissin me off uppdate reinstalled this time…
El Electron: You can have models with open edges in Unreal, no problem. Best bet for your building would be to divide it up into modular chunks then reassemble it in Unreal. Each chunk can then use a small light map where it's needed. Rhinokey: Did you check out this page on UDN? It talks about needing a G16 format image,…
@Rib: For a portfolio environment you can do it either way. However when building a level "for real" you would want to use static mesh instancing for all it's worth. In which case you would assemble the level in Unreal out of modular parts that snap/fit together easily using Unreal's power of 2 grid snapping system. You…
I'm sure one of the other guys has a better solution, but my approach (expensive) would be fairly simple. 1 material, but would require another texture draw (at least). Basic Idea: Make a new Material for the bike, for example I'll use Mat_Bike_Red #1 Set up your diffuse, spec, normal for the generic bike. #2 Copy your…