YOu may have this problem: http://www.mapcore.org/topic/15556-udk-foliage-lighting-woes/ It is quite bugged, unless that has been fixed in the latest UDK. Last time I tried it was still broken. 128 is not a good idea for foliage, as it needs to get all lightmaps from each foliage cluster (default 100 instances per cluster)…
Cool, thanks for the breakdown. I appreciate you taking the time to explain it out more thoroughly. I definitely "get it" now, which I obviously didn't before. Pardon my ignorance! I'll mess around with it a bit more. I also wanted to show off really quickly some results I've got from making some minor adjustments. I…
Sorry to dig up such an old post but it seems Marty is still looking for help building this now 6-year-old project. He approached me via email this morning looking for a publisher, here's a copy of the last email I sent and his childish reply: I can't thank you all enough for the heads up, as he was looking for £12,000 to…
You can weld the belt seams together and still have hard edged smoothing groups on them that are visible after baked. Smoothing groups and UV unwrapping do not influence one another. It's possible to have textures of rectangular shapes: 64 x 512, 1024 x 128 etc. and no redundant padding is required. This is absolutely…
After working on this scene for the better part of 10 months, I think its time to bring this project to a close. I'll be updating this thread daily with the screenshot progress until the end of the month. Whatever it looks like then is what will stand. Hopefully by the end of this i can chronicle the massive effort it took…
mihalceanu: Thank you mate! t1mu: Cheers. Stinger88: I really didn't know what to name this set and took a while to come up with the name. Your suggestions is good. cottonwings: I'm glad you notice the starfish. Originally barnacles where on his head and amongst the seaweed, but it was hard to make it look right at a…
GT5 has no particles in splitscreen. (and therefore no ss rain or snow races) It's a fickle thing. You're using more cameras, but still rendering the same amount of pixels. You can ease off the anti-aliasing just a bit because both will be smaller, but you're still rendering a bunch of things twice. motion blur can go,…
Aye Zac has a nice breakdown of the popular hosts, a few new ones for me aswell. I occasionally get stick from using referral links even though it benefits the person just as much so i stick the vanilla in nowadays ;'). I've been using holeinthewall for the last 3 years now, managed to get my previous inhouse web studio to…
4/30 2 hours from dynamesh sphere. Had a fun time doing this one. I'm not saying it's good, but I did notice myself shooting straight for the masses and not 'fiddling' as much. My goal for this piece was to not have to go up and down in dynamesh resolution. So I started at 128, defined that mesh as far as I could go, then…
Ok, I need some help here. Currently I think this tree is 'ok', I still want to shift things around on it but the gist is there. I am using three textures. One for the trunk base that is 1:1, one tiling bark texture for the top bark / branches and one for the leaves. I am currently concerned about the poly count. Right now…