Hey guys, I have a material-question for anyone versed in the murky backwaters of UDK material editing. Basically what I want to achieve is real-time camera-mapping - having an image always "facing" the camera but contained from 0 to 1 within the bounds of the object it is applied to. Will illustrate if neccessary. I can…
I'm having an issue with importing FBX, but ONLY from meshes that originate from retopo in 3D Coat. I have all the correct FBX export settings, as I also have no issues with geo I create in Maya. If anyone has a clue about this, I'd really appreciate hearing about it. I've unlocked the normals, set the normals to face,…
Wow! This is awesome. Thank you SOOOOOO much for taking the time to lay that out for me. It's hard for me to wrap my head around, but at the very least I can replicate what you have. Basically, it's for a windshield that goes on a motorcycle. I currently have everything for the bike all in one texture, so when I use…
KarlWrang - point light, light a limited surface. If they are too small prepare for large shadow. -You can bake the lighting and/or bake the lightmap resolution on the surface and mesh. It may remove pixelated shadow or making them less preominentI'm doing a pseudo(because it have a certain deepness) 2.5D sidescroller,…
So I have imported FBX animations in to UDK several times now. But its just this one object it will import but the animation just wont work. In the editor the bones show up skinned correctly, but the animation just won't play. I know my setting are right because I imported other objects with the same settings. things I…
Hey guys, I have a question regarding either lighting or normals in UDK. Attached is a pic of what I'm dealing with. I have a nifty little material that simulates shallow standing water. As you can see if I look at it from one angle, the effect comes through. However, if I look at it from the other angle, it vanishes. It…
Alright, I've got some problems with Unreal Ed 3 (unreal engine 2.5). 1) I've got some specular maps that want to use. The issue is that they always come out too bright. As a matter of fact, the textures themselves seem to be brighter in the editor. 2) I can't get my opacity maps to work correctly. It's not inverted, it's…
Hi Polycount, Having a weird issue that I've not come across before. My rig is all gravy inside Maya, bones inside the body etc, joint orientations appear to be fine. But when I export (using ActorX) to UDK, and I open the skelmesh in the AnimSet Editor the skeleton is flipped outside of the body, so the animation…
Hey, guys, I've stumbled on a weird issue and now I'm in a dire need of your educated advice. The left of the pic is my mesh actor viewport, you can see that the right part - separate objects that's been mirrored are really dark. Which is totally weird. I've quadruple checked my normals and they are fine. Well I mean they…
oXYnary I'm a bit confused by your followup mirror question, mostly the image you posted, not sure what you want to mirror there. You can mirror one side of a box onto the opposite side. Rotating half of a top of a cylinder's UVs 180° and stacking them won't work IIRC, but truly mirroring it will, like in my example. Yes,…