The December update to the UDK has brought us Epic's latest engine updates as always, but this time it's including support for iOS and the entire code and content for their Epic Citadel game and an additional castle map for it. The entire update focuses on the mobile support as you might imagine, but there is more updates…
This seriously messed me up so bad. I'd throw in one of the skeletal meshes that came with udk, and everything would look okay, but when i tried to play the level everything was tiny.
It's hella easy getting a mesh in ut2k3 or ut2k4. As for UT, if you want "easy", you'll have to get Bonus Pack 4 (for skeletal animation) and export .psk's for that. It's much less time consuming.
Open up the mesh in the static mesh (or skeletal mesh) editor, and enable "use full precision uvs". This is needed on large meshes with high density relative to its volume.
Wouldn't it be possible to create a skeletal chain for games and bind it to the rig generated in the ART toolkit? We wouldn't automatically get the deformation / skin weights but some tricks to translate the basic behaviors might be possible.
Contrast between small and large spaces is absolutely a good thing, so keep that. I do think it might help in some of the images if you dropped in the Iron Guard skeletal mesh for reference though.
the goal is to translate some of Godzillas features onto the main anatomy of a t-rex, im going to look at the skeletal structure of the t -rex and look for logical places for those spikes
What kind of mesh is this? a skeletal mesh? or a static mesh? You could try importing the LODs as individual files. You don't have to import them as one FBX file.
What editor are you using to move the light around the Mesh? Is it in the static mesh one or the animation one? Also what type of mesh is this object is it a static mesh or a skeletal mesh?