Hey J0NNYquid I saw your post in the other forum with Eric Chadwick and this does look alike its probably the right way to go about doing inside of UDK with Matinee, however what I was originally getting at was just taking your final image/screen tile shot into photoshop and doing a quick small rotate and crop. Simple and…
Snap your objects pivot to the grid. The objects pivot is what most engines use when they place meshes. Some exporters won't use the objects pivot but will use the pivot point of the world, so on export you move your object to 0 0 0 and then export, or just make sure your objects pivot is set to 0 0 0 and check how it…
Thanks Drew. I remember using the shader before and it worked correctly a couple of months ago. I downloaded the recent service park for 3dsmax 2014 to fix the problem I was having with viewport canvas. The latest service pack might have something to do with the problem maybe it removed support for DirectX 9.0 or…
That's a good first reel Eric. I'd recommend removing the cross fade transitions though. Also, you can make playblasts look more appealing by not having the harsh dividing line of the ground plane. Unless your casting shadows, remove the ground plan and don't use gradient backgrounds as they suffer more with video…
Thank you both for your help :) Eric: No, I'm not 100% sure about the key words, tbh. Also, I stumbled over this course at Gametutor and it seems to be covering how to make custom splat map shaders. What Farfarer said made me realize it might not be so hard to make yourself, plus it's about time I started looking into…
@Eric Chadwick Thank you very much, I was overthinking it drastically. I'm trying to teach myself Substance during the course of this project as well, so going the tillable texture route works out. @BIGTIMEMASTER Thank you for the input. Yeah I believe I could get a real nice prototype quickly with the freebie substance…
Ah, thank you all :D I'll try to put the game up right after the holidays, that's if somebody actually have two or more 360 controllers for PC :D About the base colors, we acctualy tried to get colors on them to, but our designers thought it was unnecessary. It's not really that biggie when you play it.. Björn! I think you…
Thanks! Unfortunately I can confirm that the [sharp] layer does NOT match DDO's own result when reloaded as an input map. Nor with quality curvature enabled or disabled. I noticed that the [sharp] layer from DDO however closely matches the curvature result from NDO. Which leads me to think that DDO uses the same method to…
If you're going to have breaks in smoothing it's generally wise to place them along UV seams. The reason for this is because a smoothing break and UV seams, actually break the geometry, doubling the amount of verts along that break. This happens on export/import into most engines. If you can place two breaks in the same…
I agree with EQ, it can be a nightmare to prep a low poly object for vertex paint, if the extra polys are there already then it won't be much of a problem and your only concern would be trying to get the paint to look right. The mini tut I posted takes about 30sec-2min, looks long and convoluted but its quick and easy.…