I have littel bit information about UDK that it is use for 3D game engine technology for cross-platform game development with fully integrated suite of top-tier development tools. But it is possible to create a cave using the terrain editor or to create a static mesh for this? Because as per my knowledge we can only create…
Hi, I believe that is not the first time when someone is getting this king of error(I'm new to UDk, btw, great tool) but I'm suppose to show someone an asset inside UDK and my texture look crappy... here's a screen : does anyone know why this is happening?! thanks ok, so...I found the problem, I was using Ati card with…
Once again, I'm puzzled. If you look at the pic, you'll probably know what's wrong: I think it's a smoothing group issue. I used maya to model the leaves, and it's all geometry. No alpha at all. Anyone know what might be causing this? If it IS a smoothing group issue, how do I fix it? I've tried both smooth and hard…
so i started learning udk for a while now and have this very strange problem. i'm using the landscape system with a heightmap from worldmachine. made a material that uses a colormap from wm and 4 seperate textures overlayed to be painted on the terrain. now when i want to paint them on the terrain using the landscape tools…
I have a few questions. Hoping you guys can help! 1. When using a prefab, can you move the prefab origin so when you duplicate it, you don't have to mess with moving the object origin all over again? Im talking about the square P symbol. 2. Is there any other way to group objects other than using a prefab? I'd like…
I am using object radius to control the texture density on a rock. But when I add that rock to a foliage layer something strange happens. As long as there is one object it looks fine no matter what size it is. The textures scale correctly. But with each object added per cluster the texture gets more and more dense until it…
I figured best ask this question here rather than start a whole new thread. What's the best way to improve lighting on static mesh? The static mesh has a second UV layout for the light map, with no over lapping and iv set "lightmap Cood Index" to 1. This was my first attempt: Looked ugly, so I increased the space between…