I don't see any of the things you mentioned. It sounds like it looks like posting at CGTalk, which I am very familiar with......... EDIT: I found it, my account was set by default NOT to show the format elements.......... sheesh wtf?
lol, yes I know. I'm trying to figure out how to use a volume light so as to create that really nice glow, without having to use default maya glow (usually found under the shaders 'special effects' tab).
yeah, I just took the default uvs I had for a test, I'll do a proper uv layout for the final, but thanks guys for the posts. Thanks eathquake that makes sense. I'll go in there and add some more detail and see if that helps.
If forcing it to never stream didn't work than something strange is going on. Setting to the UI group will probably do this by default, as you usually don't want UI elements to ever stream. You always want them hi-rez and crisp.
This is all UDK stuff, so he doesnt show how the individual meshes were created, only how to use them to make a level. Most of them come with UDK be default but he did have to make a few custom assets.
lol no of course, my computer lags like crazy when i load up UDK with one of the default meshes or levels, or one of my assets (at like 120 tris) But, in max I can goto about level 6 of turbosmooth
try adding this to yer env: MAYA_GEFORCE_SKIP_OVERLAY=1 or try this <-- or try the spacebar tap to change layouts. then spacebar tapping to return to yer previous layout ( viewport refreshed? ) if you are in hi quality viewport rendering try default quality viewport rendering
been working on material studies since I started work, using UE3 Attempt at a jade shader: Crits HIGHLY encouraged. Floor texture by Epic (had to include it, havent messed with default PP yet which has MAD bloom.)
Looks like a fair start. I'd suggest pictures that aren't so weird (white background, green default material, cropping cutting off pieces). The small widget details look good, interested in seeing more bigger shape detail.
Yes, the entire world pipeline for ssx1 to ssx4 had to use Z up in Maya. Does not cause any problems I know of but it is a hassle trying to think in Z up and default planer mappings are reversed from what you are used to.