What is ur recommendation how to fix it? 1) Store MT (morph target ) 2) Polish fang by using Smooth brush 3) Use MorphTargeti Blendi slaider, to get full controll Smooth vs rough surface or some other method?
I'll need a little more info then. How do you "accidentally show another layer"? If another layer becomes visible just alt-click the visible icon on your target layer again. But I may not be understanding your problem thoroughly.
http://i.imgur.com/nZWDDs7.jpg that looks really steep, always try to look at it from a flat angle what you will not see there, can't appear in the normalmap :) about wider edges http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=normal_edge_thickness.jpg this :)
Just to make sure: you have set the dominant directional light as an interpactor right? I don't think kismet movements get properly parsed unless the target is either an interpactor or has its physics set to phys_interpolating for actors with mesh components.
Do you have some kind of accreditation system for courses in your country? Here is an example, only the courses that the industry feel worthy being accredited get on the list, the course also has to meet lots of targets. http://courses.creativeskillset.org/pick_the_tick_degree_courses/accredited_computer_games_courses
Just a small update. Here is some GUI elements for items you can use in the game. It is fire bullets and the grenade as showed in previous post. Firebullets flying towards the targets! Dealing more damage, splash damage and damage over time... cheers!
https://www.3dflow.net/3df-zephyr-pro-3d-models-from-photos/ The process is completely automatic. No coded targets, manual editing or special equipment are needed. 3DF Zephyr is built on top of our proprietary, cutting-edge, reconstruction technology. model
Blended materials and 2 uv channels will works. You want a mask based on slope angle and then you can use a planar map for the horizontal surfaces and a cylindrical map for the verticals. How you handle the material bit depends on your target renderer
Perhaps look into decal projection in your modeling application. In Blender you could use a UV Project modifier where an Empty acts as the "projector" and you add your decal layers to the material of the target. Once it's set up you'd render to texture.
Target a studio, or a bunch of studios that you like and tailor your folio to them. I mean if you make a RTS type folio and send that to a studio who only ever do racing games youl have a problem. Besides that just impress.