Thanks guys for the comment motivation! Josh_Singh: I plan on doing some more mtg stuff after this but i'm def gonna try it more stylized similar to yours ... your style always makes me happy looking at your work. i think it'd be awesome to do an mtg challenge on polycount! even a low poly challenge hopefully tho they…
Hey guys! I'm running into trouble with how UDK placed the textures on the character I had. It came out with patches of an weird material not found in the properties. The problem also shows up in the skeletal mesh WITHOUT the material assigned. Any tips? terribly sorry if the screenshots were too big :|
Not that it's relevant to the thread at all, but I think we have different uses for the term "skinning". In 3ds Max (and I'm pretty sure Maya), skinning is what we use for skeletal deformations. ie... the "skin" of a character is effected by its bones.
Far as I know from my experience is skeletal meshes only have a 0 UV channel which is the diffuse. Then they are running with shadows in real time so they are depending on the settings from the light sources in the environment and or a light environment setup.
UDK uses screen space for characters / skeletal meshes. You can see the screen space value in the animset editor when setting the lod value. At least that's how it behaves as distance seems irrelevant to when the lod changes level.
If you wanted to do something similar you could create the animation (the deformation is stored in vertex) and with coding inside the engine, you push the collision or add a new one with sockets inside the skeletal mesh so it will fake the actual bone.
does it say skeletal mesh or static mesh when you have the import dialogue up? we can eliminate a bunch of potential errors depending on what it says. sorry it is failing so much ... the import process can be a pain
You can drive joints with a blendshape if it makes authoring easier. There's an old article on gamasutra about gears of war(iirc) that describes doing it but it's basically the same principle as turning any sim mesh into a skeletal animation
Update Made and textured some modular tracks. Been playing around with layout in UE4, with some atmospheric fog effects. Obviously just skeletal at this point. I still have to make rocks, plants etc.
Anyone want to see what happens when you autoskin the skeletal mesh of the default character over the Crash placeholder? good [ame=" https://www.youtube.com/watch?v=J6FDo2ZmzXc"]Sparsh Mandipoot - YouTube[/ame]