Ben thats a pretty good tutorial except in the latest builds of unreal with lightmass and all that you don't need to have the padding on the edges of the maps anymore.
Nothing is ever removed from a package. It's still "there" no matter what you do to it. Best bet is to have a solid workflow for your Unreal UPK's. No one really talks about having a good UPK workflow, but it's freakin' important to have dicipline on that shit. To move an item from folder to folder or UPK to UPK, you have…
Haven't really played too much with Unreal; but thought the UDK release was the perfect time to have a look around. Question: Can I export vertex alphas from max and have them used in Unreal along with an alpha map? I use this technique with blend strips - having 3 (or more) edges the outside 2 having a vertex alpha of 0,…
I was wondering in unreal 3 editor can you, in the material editor , do something like combining two textures. May not be exactly like this but something similar. Thanks guys
its on the eat3d website as to how to get the screen as just your prop, no unreal watermark and to take a high res shot, use PIE and console command tiledshot it takes a huge screenshot.
never heard of such a thing i don't think the terrainpainting will work, did you try exporting meshes from unreal to obj and look into the uvs? maybe you have both sets
@linkov: The blockout meshes should be built in your 3d app first then imported into Unreal, they are really just there as placeholders. If you keep the pivots in the same places all you need to do is re-import final meshes and textures into your package from your 3d app and everything will be updated. That way there is no…
There is not a "Max" poly count but the shadow buffer has problems with items that are over 20,000 verts or there about. What this means is that as you approach that many verts on a single object the buffer that stores the verts to make the lighting calculations gets to big for Unreal to handle so you get these weird…