Already looks WAY better since you made a 2nd UV set for lightmaps. As said previously, you must do a HP for those pillars, they're not cutting it. Really like the stairs though, and your ground is MUCH better.... Keep going. Still lots to work on, but definitely closer.
Marmoset is great for quickly checking if normals are working correctly/ textures are cohesive in hue/saturation but aside from that UDK will change the look almost completely...in any case...maybe the lightmap?? Can you post a shot of the assets in Marmoset to so we can see what look you are after?
Here's an update on what I've been up to in my spare SPARE time. This is the low poly interior. Seats and additional assets to decorate the train are in production. For now except for some seam and lightmap issues it's all going well enough. Material tweaks are also likely. Shots from UDK
How rude. The sentence is just totally obscure. Non-Overlapping UVs, what is this ? Lightmap UV's ? Yes some people are pure sculptors (and they'd better be very good at it.) If you want a guy knowing to unwrap properly (and A LOT of artists dont get how to unwrap properly) , just ask for it, not "understanding…
Not so freuquent updates do to my study starting again, but still at it :) currently adding in all the wires, still got some lightmap issues on them haven't unwrapped them properly yet, I really feel like it's coming together now, C&C much appreciated :)
Here is the link the the "finnished" game, we are going todo lightmaps and bug fixing the next 2 - 3 days. Link: http://www.nettkringkasting.no/~3ddesign/semesteroppgave2010/3ddesign/spillgruppe/Octagon6%20Windows.rar Here is what i did for the game, plus texturing some of the rooms and helping with texturing the enemy's.
Hey Trevor :) I use a light function for my caustics. Basically the scene has 2 directional lights. 1 with a lightfunction and the other for just the lightbaking. the one with the lightfunction is pretty bright as well. For depth tessellation, follow this link: [ame] https://www.youtube.com/watch?v=D6zyUI33FqA[/ame]
There is a checkbox in the static mesh editor called "automatic lod distance". Disable that and then you can manually set the lod screen sizes. Also, keep in mind that different lightmap uvs per LOD isn't supported in unreal, so billboard as last LOD only with with fully dynamic lighting.
I don't really see any errors, what map type are you baking? Normals? Diffuse? Lightmaps? AO? Color Masks? What baker in what App? If you're referring to the weird reds in your padding, that's a Mental Ray issue in Max for example that cannot be solved, etc.
I always slap an Edit Mesh modifier below my projection cage before handing off to xNormal, and keep it for exporting meshes to engine. That way triangulation should stay consistent. d'oh. is part of the problem their uv channel 0 lookups for specular lightmap calculation? so annoying.