Hmmm, i just spotted some poster on the UDK forums mentioned something to a similar effect - a new terrain feature to replace the old in the same way that scaleform came in to replace the UI. first I've heard of it today! Ah well, I'll just have to do without, I guess! :B Kinda sad if the video turns out obsolete in a few…
That's kind of like saying photos replaced textures when Max Payne came out in 2001. Or normal maps replaced hand painted details. It's all helpful sure, but it doesn't do everything that everyone needs. There are a large list of objects and styles that it doesn't apply to. Plus the costs and time involved, it can make it…
Hey, I was wondering, are the helmets going to be replacement meshes? Or is it a mix of replacement meshes and attached meshes, depending on which character it is? Because if the agatha knight is wearing an armet or a similar close helm, the coif will get in the way. There's a somewhat snug fit around the neck of an armet.…
this just happened to me today...turned on the XB and it popped up I was like wtf, this replacement xb is only like 3 months old.... turned it off and the back on and it seems to be fine. if it does crap out atleast I have a spare because Microsoft randomly sent me another one after I got my 1st replacement…
It might just be that your game exporter and game support it fine, but Max does not. If you're concerned about previewing the art before export, then use a different bitmap format like TGA, replacing it with PNG before export. Blur Studios has a handy script called Change Bitmaps that makes it a snap to replace all .TGA…
Appreciate the full reply! So if I had, say, just a bunch of stickers/decals with custom texture maps I would make that in Painter on its own, then load them individually into the plugin for decal atlas creation and mesh placement? That is what I meant. Thanks a lot, I'll have to check this out!
Yes that's common but maybe not for what you're trying to do. Unity by default allows one tileable overlay texture per material. I assume Unreal has some equivalent though I can't remember how it works offhand. What I was talking about with using textures for pores, fabric wrinkles, etc would maybe be better done in either…
It's a pretty accurate and faithful recreation of a mac 10 but the texturing could use more work. There's the technical stuff like the plastic texture tiling being visible, and everything feeling "low-res-ish",etc But I think that's just minor nit picky stuff that's kinda easy to solve The main issue with the model is the…
I've noticed with my high poly that its shrunk somewhat when the turbosmooth is applied to it, I did a quick unwrap of the top piece to do a test bake and at first the normal look as if it was inverted instead of raising, it was going in like a groove. Here's some images of the bakes i have done This one looks like it…
Thanks for the info on that. I went away over the weekend and continued tinkering with the UDK material editor. I came up with the node setup shown in the attachment below which seems to roughly emulate the coderesult.vertex.y -= result.vertex.z * result.vertex.z *_Offset; from the Unity shader. Inasmuch as it moves/curves…