Nevermind... It appears that the physics engine did an awesome job at handling collision! physic engine developer diary [ame="http://www.youtube.com/watch?v=mURRnicdNDw"]Fight Night Round 4 Exclusive Producer Doc: Physics - YouTube[/ame]
If the engine you're using allows for a second UV channel you can throw an ao in there. Alternatively you can use vertex colors to bake the lighting directly into the verts of your mesh. The engine has to support vertex colors though.
[ QUOTE ] Just out of interest, which game engines which support normalmaps don't support mirroring? I would have thought any engine capable of normalmapping would have solutions in place to take that into account... [/ QUOTE ] Renderware
what game engine are you planing to go into? BSP comes in many formats. T3D(i think) for the Unreal engine 2.x, .MAP for Quake and a couple of others, .DIF for Torque. All are binary space partition (BSP) formats.
Hello, I wanted to share my latest project with you. It's a unreal engine game environment. Here is a youtube link: https://www.youtube.com/watch?v=v4c7S6oHWz8 https://www.artstation.com/artwork/B1q1Qk I would like if you guys could give me some feedback
I see people mirror textures right down the middle pretty often, particularly in faces. I've always assumed this was a huge no-no because some game engines will miscalculate the specular info and create gnarly seams. But as I'm seeing it more and more now, is it a UDK-exclusive issue and most other engines support it just…