One thing that you can try is deleting your turbosmooth modifier, convert the mesh to an editable mesh, then covert the mesh to an editable poly, then reapply the turbosmooth modifier. I am really not sure why it is but on occasion I have had max do some odd things with smoothing and somehow going through this process…
Solution depends on your modeling software, and your engine. I solved this in 3dsmax by using the Edit Normals modifier, and the game engine had support for user-edited vertex normals. Here's a picture. Another solution would be to disable lighting completely (like your left tree), and use vertex color to add shading. You…
Almost forgot to mention this. Let me shoot you guys straight. Most users won't mind because they aren't going super high-res. But there is a hardware limitation on the vertex-count of each model of about 65,535. The iPad can't have models with more than 64k vertices (even if it could they would render ungodly slow). So if…
What viewport are you using? Generally speaking Viewport 2.0 is best for this type of stuff. Most people avoid using the default lights. Just create a light and the default light is effectively disabled. You can also create a lighting setup to your exact wants/needs and save it as a default scene file. Then when you create…
Uh, idk what I was thinking when I posted that... Well all you need to do is edit the .UC file. For time limit it is stored in UTGameSettingsCommon / UTGameSettingsCTF / UTGameSettingsDM / UTGameSettingsPersonal / UTGameSettingsTDM / UTGameSettingsVCTF Time limit is found in the Default settings, something like…
Update 001: Wireframe and Poly/Tri count This is my first time box modeling with an image, so any critiques or tips would be invaluable. Progressing fairly well at this point, I'm not getting lost in Maya's UI :poly124: Comments and Critiques appreciated and very much needed. Edit: How can I get that sword like rounded…
Getting some long ones now.... Mavis Beacon's Mega HammerNight Strike Heritage & Detective of the Brain from Within IV Digger & Asteroid of the Tropical Phantom in Time Nintendo Lich Son of the Punk from Beyond the Grave Tom Clancy's Stage Chicken: Game of the Year Edition Gear & Gunslinger of the Heroic Death from the…
I just knocked up a quick test to simulate your mesh. Exported from Max(.fbx) and baked in SP with default settings and no cage. This is using a synced tangent basis(which will be identical in UE4 automatically) EDIT: Sorry OP, I'm having a nightmare trying to embed my images. I see you've embedded from imgur. I've tried…
@Mant1kore You'll get this soft shading unless you edit the vertex normals: I think it's best to use both methods as called for. Think of something like a metal or wooden bridge, made of a lot of planks or girders - using bevels on all those edges will add a lot of triangles and it will be more work involved to correct the…
Deathelmz - people have no hatred of Wings3d here, it was one of my favourite early modelling packages. The issues is that it is a simple modelling package and doesn't have a lot of the features that you require if you want to get art assets into a game. I also think that Blender has an awkward interface, but: * I'll do…