So I'm starting out my first full UDK scene, and am currently doing research on how to best build/prep my models for Unreal. I've practiced/researched enough that I pretty much get most of the major ideas behind building a modular enviroment, but one thing I can't seem to wrap my head around, is this power of 2 principle…
The support for Edit_Poly modifier is added. :) macroscript CleanRemovecategory:"miauu"tooltip:"As default max Ctrl+Backspace"buttonText:"Clean Remove"( if selection.count ==1 then ( function GetEdgesUsingVertEPM curSel verts = ( local edgeVerts = #() for i in verts do ( edgeVerts[1] = curSel.GetEdgeVertex i 1 node:$…
Welcome to the world of Forsaken. You are an out-cast Master Samurai with exceptional skill. Born to be the Leader of a destroyed Empire, but Exiled by the Supreme Guardians of the Emperors Shine for Misconduct. You alone have traveled the devastated lands in search of rest and peace, but to no avail you have fallen to…
Hey, I've made 2 scripts Version 1 will flip x or y //Create an Array of selected objects Version 2 will flip x or y or not at all //Create an Array of selected objects Hope that helps.
Just so I may recap on a couple of points made early on: Vert count between 2 polys, in-engine, will increase if: -The 2 poly's share seperate smoothing group -The 2 poly's are a part of two different UV islands Vert count between 2 polys, in-engine, will stay 'the same' to the application's count if: -The 2 poly's share…
great technique in max. basically imgagine that you have made a base texture from a uv layout , then you realise that it looks crap. rather than repaint the whole thing. try this instead. 1 apply uv unwrap modifier 2 switch to channel 2 on the unwrap modifier. copy the uv's from channel 1 to channel 2 and then start…
I use a shader based solution in UDK: http://lk3dworks.weebly.com/uploads/2/1/9/2/21928776/9156778_orig.jpg http://lk3dworks.weebly.com/uploads/2/1/9/2/21928776/7616075_orig.jpg http://lk3dworks.weebly.com/uploads/2/1/9/2/21928776/6554518_orig.jpg I use only masks, and no "real" sky texture The skydome has two uv channels.…
Ohh so if I want a 2:1 bake I should use a 2:1 checker pattern for the unwrap and packing of the uvs? In doing so I can then adjust the uv bounding box to be a 2:1 and it wont distort. Or like you were saying in option 2 I could just ignore the stretching and when I bake out the 2:1 or apply a 2:1 texture it will look…
Hello! We are a brand-new team called Desperados (yes, we really are desperate). We are working on a new game mainly for fun and to gain experience together, with the goal of publishing it one day and creating many more games in the future. At the moment, we are looking for 3D artists (at least 2) to help us create assets…
**UPDATE** (new discussion starts at page 3) How long would it take you to create this prop? 1. high res 2. low res 3. textures polynaut - 2-3 days ysalex - 4-5 days **ORIGINAL POST** Just out of curiosity, how many hours would a prop like this take you to create? 1. high res 2. low res 3. textures polynaut - 2 days ysalex…