Hey, nice idea and I really like the main mass for the chassis. However the engines even with the new design look small IMO. The original osprey easily recognizable because it is a medium chassis between two freakin' huge engine. Go crazy and experiment. I could imagine this engine twice as big if not bigger. Also the…
Everyone seems to be setting the engine quality settings to epic to make their textures look good. This is simply bad practice as they should look good with the engine set to medium and fantastic at epic. If your textures look blurred at a distance there are ways to solve this through proper material setups, if they look…
animating on place(root joint/bone remain as 0 0 0) usually means - no root motion moving the root joint/bone in world space usually means - root motion so answering your question, it depends from project no root motion means that the engine will be moving your character root motion means that the animation itself will be…
Yes give up and start with a new engine, that's probably the best option :poly122: I am not a fan of UDK light maps (I hate them) but to move to another engine over a problem like this means you will eventually run out of game engine options. Work on it and solve the problem even if it is infuriating. [ame="…
Nah, a certain engine will always have a particular look and feel to it. Even if you use custom shaders, which is what 90% of people use. :P This doesn't only apply to game engines, it applies to rendering engines as well. You can sometimes tell the difference between Mental ray and Vray. Not to mention Scanline (yuck).…
good luck with your project! Maybe you could look into https://springrts.com/ for the engine instead of starting from scratch. It's quite a powerful FOSS engine. Writing the engine will consume a huge amount of time and it's easy to loose faith in your own project when don't see as much progress as you could. artwise, it…
Unreal Engine has it's own vehicle setup, there are a lot of people who really nail the physics in their vehicles and definetely you will have to work with the physics asset, which is very important. As far as the setup goes, you need to position the joints for each tire and the root in the origin. It is not necessary to…
Thx alot! I'm kinda new here too you know, joined last year ;) And this is actually my first UDK project(if not counting test and playing around learning the engine) After checking out some really good tutorials and giving it some time experimenting with it(especially materials)I must say it is a great game engine,…
dpaynter pretty much nailed it. It depends on what your using it for. games, most engines will tri it for you. Sometime you have to hand tri your model because the engine will make some cuts in the wrong direction and can cause some funky looking normals. For film its all quads sense your poly count doesnt matter as much,…
A lot of the big-name animation packages now feature cloth animation support, even on animated characters. Do keep in mind that most in-game cloth support is going to require some level of programming, as most current game engines are not built to take advantage of it. If you aren't working on your own game engine, or…