Hello Polycount! We are currently working on a multiplayer RTS/FPS hybrid, using Valve’s Source Engine, which features an art direction heavily inspired by World War 1, with a mix of steampunk and war of the worlds influence. The game features both humanoid and alien teams with various character classes available for…
Hello everyone! First of all Hi!
It´s my first post in Polycount. Hopefully first of many :smile: Now to the point. I´m trying to retopo a jacked I made
in Marvelous for my current project. I’ve been working till now without any
problem in a more traditional way of retopo (in live surface object directly)
but for this…
Uly - As far as I know they were being baked. They had a 2nd UV set up which I thought UDK used by default. So unless I have to manually tell it to be baked, it should be baking when I compile lighting.
Ah thanks i think thats the best way Also got now a other pronlem when I build the Light it says Overlapping Uv's. I try to find a soultion now Ok I have to create 2nd UV channel ??
I've created my 2nd lightmap uv's from my 1st all stuff seperate, not overlaping and not flipped. I have also boosted up the resolution for those here to 256. Still getting random pixelated shadows on BSP and static meshes.
@ Carlobarley does that apply for both of my female busts? After the first one I did a bunch of mouth sculpts and then started on the second one. my lips are quite small comparing to the 2nd image though :( ... Thanks for the critique, I'll take it on board :)
Alright, here are my next set of updates. I did a tiny tweak to my first shot with placement of a few things. 2nd, closer shot. This is a zoom-in of the previous shot... just kind of showing my idea of player scale within the environment.
Well, I see what u r talking about on the shoulders, it is rigged so I made this 2nd screen shot with a bone ajustment.. And here I have also the wire and texture.. The real size of the texture is 1024. Thanks 4 the tips.
Maybe I'm wrong, but it might be because on your 2nd UV lightmap, that little center piece isn't unwrapped continuously with the rest of the mesh. forget about that I just remembered that that little piece was a separate mesh. ( silly me) Could it be because of the specular?
Nice work Bitmap even if the specs for that rock are a little overkill. Also I'd basically never use a decimated or reduced mesh in-game and 2nd the vote for Decimation Master over Meshlab. All Meshlab does for me now is crash or corrupt meshes.