I'm not sure if you're still having that aspect ratio issue but some people are reporting that manually setting your aspect ratio in the options fixes it (by default it is set to auto.) Also, if you set the CPU priority for the game from High to Low/Normal, some of the stuttering will go away. You can also try disabling…
It adds hard edges automatically at any edge with an angle greater than the set angle. Set your mesh to Auto Smooth and 180: everything will be smooth, because no angle is is greater than 180. This is great if you want to add hard edges manually and not have any interference from automatic processes. At 90, it adds hard…
i think the good thing about patience is that each part of the design will feel fleshed out, so instead of looking at the project you start as i have to get it all done every-day. Look at it as i have to get this clothing to look right, that is how i get and or got by with the scylla "goal", i still have yet to pose and…
Hello all! Im making a robot who has an upper and lower elbow. I have successfully created an ikfk blend and have been able to get the fk to snap correctly to my ik. However when snapping the ik to the fk, I can only get the wrist to match positions. I used the upper elbow as my pole vector but i think i might need to use…
Hey pbot, To start I totally agree with nbac, alot of your details are getting lost. But a simple AO/Cavity or even just greyscale extracted from your depth of your normal map could work. But aside from that, I see that your trying to match the concept better with the rock type. However its going too clean/white for my…
Man... This shader is sweet! Check the "Rim Map" texture input. Its not working on my end at least. When I plug in my mask it does nothing. I had to photoshop/mask out the rim in the interior areas. But what you see here is what I was after as far as the rim. I jacked up the settings on the rim way past what the slider…
cool, I've always wondered how to call multiple UV sets in UDK ever since Tor Fricks Sci Lab with 1 texture. Even after downloading his scene I didn't understand. Looks like just a simple click in the Textuer Coordinate node? I'll have to give that a try sometime. Do you know if there is a limit to how many UV sets a mesh…
convert your dominantDirectionalLight a dominantDirectionLightMoveable and hook it up to the "Target" of the Set Actor Location node. Uncheck "set location" in the Set Actor Location node properties. Crude, but tested and works. When the level loads it'll add a value of 100 to a float variable. That variable is then fed…
Thanks guys for the great feedback! I think the reason it seems like some things don't cast shadows is because the settings I've set make the shadows really blurry. So what do you think, maybe I should make them a bit sharper? Although the yellow/orangey lighting is intentional, to get a warm summer/autumny feeling, I get…
Yeah, Joshua Marlow in his Gears of War Judment dump said it was depth fade. As you can see though I am using that in my material. The issue is the brightness of the translucent material increases more than the opaque material I have on my terrrain when I increase the intensity of my skylight. When I set the skylight…