Hi there, here's a few pics from my first UDK environment.I wanted to try vertex blending so thought this would be a good environment to use it.I'm a big fan of GTA and the upcoming MAfia 2 so I used those games as a benchmark to aim for. Everything was created in a modular/lego fashion.Lots of vertex blending for the…
Honestly vertex normal export from all modelling tools is kinda screwy. Anytime I export something I immediately re-import it to see if it broke. Especially since what breaks them can be version specific. Newer versions of 3ds are somehow worse with this. A vertex can only point in one direction. Splitting the normals…
Ah ok. You can polypaint the decimated merged model in zBrush and export it, probably best as fbx to Maya. From memory you have to have the colorize button (polypaint menu/ tool shelf) active in zBrush for the export. That will export the painted vertex colors. For vertex color you dont need uvs. Normally you would…
Hi, Thanks for your replies! I tried the modifications you suggested, and though it looks a little better now, it still looks way too blocky ingame. I suppose it is due to the vertex normals. I tried bending them so they all point away from themselves, but it simply doesn't make a difference when I port the model into the…
Alembic files are huge and hard to stream in real-time, but it's possible as proven by OATs team on Adam - The Mirror. I've also built USD with alembic built in and installed a unity package that can stream these to test. Unfortunately the results for real-time simulations were quite slow, so I'd be interested in hearing…
So more work done and yes its still crap, so much vertex painting will be required. Yes I know there alot of seams but hopefully the vertex painting should fix some of that. I changed the roof and texture hopefully to make it less repetitive. My problem is finding photo refrences that match my enviroment and look as…
you ve spent too much polygons around the front fenders because you are trying to keep them unified with the body mesh. you dont need to do that. in reality, they are separate parts, so you dont need to take so much effort to make them match vertex for vertex. make the fenders as separate elements, and use how many…
I haven't been able to Check the full material pic but from the photobucket img it looks like The issues are you are using a world normal node in a chain that links to a pixel shader input. Udk only allows the world normal to input into a vertex shader input, which presently is only the displacement input. The second one…
Pick up the first vertex mag (I'll check this in a sec, might be wrong), that has ref for what undercolors go where! Also I just noticed, but you might want to look up makeup ref for the 50's-60's look, rather than going with Jinxes cooler colorscheme (since you're going with the blonde rockabilly/housewife look, instead…