@jose.fuentes The new UV functionality is the Unfold 3D tool, which does make unwrapping a snap: https://www.youtube.com/watch?v=HLhazEa8wmw However it wouldn't entirely solve your problem, as Quack! noted, the shape of your object is difficult to get distortion-free.
the biggest barrier to me throwing down the money for this, is the lack of what i would call a functional demo piece. they can print a cube, and a cuboid with a twist in the middle. that's useless to me. until i see far more complex shapes, i'm not sold on it at all.
If it's still black in the output files then you need to read my post again. You're probably just changing your global environment colour, as opposed to the element background in the RTT window. Either they've changed the functionality in 2012 or you're not quite following correctly.
Thank you all for your help - it all works fine now :) 1 thing though after I installed Switcher - to mimic Maya - the SHIFT + Drag extrude function doesn't work...Anyone know how to remap that in the customize UI? what is it called?
I think it looks great overall the aircraft is sleek and functional looking but isn't that a problem if it's an ork vehicle? Shouldn't ork vehicles be more rough looking like they shouldn't fly but somehow can and more red? the dakka jet is a weird ork vehicle ain't it?
Yeah thats pretty much exactly how googrid functioned. If you weren't careful you could devour your entire food supply and wipe out everything on your tile. If you weren't connected to another plot, you'd have a void continent.
Since you're doing custom lighting couldnt you do a constant 3 and add to your resulting light function stuff (Diff + Spec) * lightcolor ? Dont have UDK on here (mac) to check but should work as this is how ambient works in fx shaders
UVLayout is simply the most cutting-edge unwraping tool. Just think of some functionality - and voila - it is already implemented in uvlayout. Simply fantastic and outstanding tool. BUT! You'll have to invest some time to learn all the operations and hotkeys, because it's interface is a real HARDCORE.
Hey, so what's your goal as far as the anatomy goes ? Are you aiming at something that can actually function at real life, closer to human anatomy ? (aside from the fact that he is a creature of course :) ). I am referring mainly at the upper arms and legs.
Okay first. Use smooth edges when possible because the model becomes ugly. Have a concept! All mayor parts feels seperated without real function and the power pack and shell looking cheap like scaling x=1 y=0.5