Preferences:Config:Save UI. Personally I just modified my \UserInterfaceLayouts & \UserInterfaceColors folders so that they only have the default ui + colors, and mine. It makes switching between the default and my preferred much faster as they are the only options to cycle between.
Hey Vig, thanks a lot man! You just saved my life! :D The solution (UVW Xform modifier) worked for me. The workflow with such custom texture sizes is a bit circular, but well, it works! So, thanks again! Cheers
Thanks for replying! I've done just a few changes, but in my opinion they improve the overall scene a little bit. Some specular changes, objects added such as bush, wires, planks to the house, sky modified... Thanks again for your feedback.
You're going to want to define your sculpt further before adding on armour pieces, then you'll have a more accurate base to fit the armour to. Then I'd suggest planes and the shell modifier. Also, for next time, use to embed an image.
Here is a new screen of the added dirt and reduced edgewear. I only had very little time today so I only modified the wheels section, it needs more work but how do you see it so far?
F (front view), Z (zoom extents), click on the the light to select it. He's using a Free light, which means there is no target. If you select it and go to the Modify panel, you can turn on Targeted to see the direction as a vector + dummy.
Sometimes shading errors like this are caused by unwelded vertices. Or different smoothing groups. If that doesn't fix it you could unify the normals of the mesh. In 3ds Max you can do this by applying the modifier "unify normals" and hitting the "unify" button.
While they did take the links down, they still host the files. So you can just take an existing link and modify it for whatever version you want. Here is August 2011: http://download.udk.com/UDKInstall-2011-08-BETA.exe
And other question how to do weight painting mirror to other side bone's, Because vertex group make's a 45% copy rest is a fail, mirror modifier works but has a glitch and look's untrusted. I use 2.75v of Blender
If you want to bake your AO and Normals, you'l need to use a projection modifier and render to texture, as the fine Polycounters above me mentioned. A previous thread lists some tutorials. http://www.polycount.com/forum/showthread.php?t=78495