try turning down diffuse boost, there's also a wold property called indirect normal scale. Its less apparent because there's light bouncing around rather than harsh 1 direction lighting
sxe: 1. either a dominant point light, toggleable or moveable, with brightness/color animated in matinee 2. is your leaf material translucent? Trans materials cant cast shadows with dominant light shadows, try softmasked.
It is modular already, i was just gonna put everything on 1 uv map. Best approach is probably a 2nd material, how do i do that in max? set it to a diif uv channel? never understood how to
I will try to post them later on. Thanks. Keep in mind however, that the edge on the main section (1 smoothing group) is fine, whereas top of the pillar (each uvshell has a different smoothing group appliedd) has a hard edge problem.
anyone been using vertex shaders? they're a bit buggy. Whenever I add anything to an objects world position just on z (component mask, add constant 1) it goes diagonally, not up in a straight direction as expected. anyone know why or a workaround?
Here is a tip to bring out the best in what you've made by giving you access to all the resolution without changing to the wrong LODBias group. You will need to edit two ini files: UTGame\Config\DefaultEngine.ini and UTGame\Config\DefaultEngineUDK.ini. A lot of assets fall into the WORLD so look for this line:…
My lightmass renders have skyrocketed since I made a few holes in the ceiling and added a skydome. I have a lightmassimportancevolume aswell. The difference is quite noticeable. 4min on high (maybe less) to finish before. Now it doesnt even move 1% after 20min on the same settings... :S
You need to have a 1-bit alpha and set it up in the image import options. Also in the material you need to set it up correctly, link to masked and set material to masked. You need to add the mesh as an InterpActor and in the properties enable LightEnvironmentComponent. And I think it only works with directional lights.
I disagree, Those artifacts look like something is broken. Rhino you need to make sure the correct lightmap channel is being used, like someone else said what is 1 and 2 in max is 0 and 1 in Unreal. In the static mesh editor you can click on the icon in the top left labled UV and it should show you what you have assigned…
The map is all done, just wanted to take the final snap.. From far, it looks bad as you saw... nothing much with LODs, but those wood mesh are already a box model, so, dont think can reduce the polycount or do anything unless there is 1 button click for that. I hate why its coming all of a sudden now :'(