I just started experimenting with UDK again, and I'm noticing some artifacts in my render. I just did a clean installation of the November UDK with a blank project, and so far all I've done is set up a post processing chain and created an experimental shader. The shader converts the output to look like terminal ASCII art.…
I created this for someone else's thread, but It is applicable here: The left side is ideal, it's a lot easier to work with, identify and texture. While the right is a lot harder, doesn't fit the UV space as well and it will be harder to prevent a visible texture seam You want to straighten out your UVs because one thing…
Maybe you or someone else knows, but when ever i come out of mesh paint mode I find that my perspective camera is parented/locked to the object when I try and move it, like it follows the static mesh.
Hey man, I love how the scene's coming along. I was wondering how you did the shader for the faked parallax offices though. I'd love to see your nodes if you wouldn't mind. It's a really great effect.
That is typically a good way to clean up a mesh. :) Models also have a Drawing Overrides section in the attribute editor for both the transform and shape nodes, this was probably set to Template mode. Something to check out if you run into this again later.
Finally had some time to work on this again! Mostly finished up my major forms for the scene and practice some soft material stuff. Specifically the carpet, beanbag chair, and bed! Never got to use marvelous designer before or POM shader nodes so a lot was learned with this project. still need to tweak some of the colors…
These are the blockout core cmponents. These are to be single meshes, barring the platform extensions, which have been reworked into modular pieces. The trim sheet's changed a little bit. Tiling the house components wasn't working as well as I'd hoped, so they've become their own square sheet. With the house components and…
what are you guys doing to get the lighting to come diagonally from the top left? are you combining the green channel of the normal map with another one? I'm able to get a similar result but it involves 6 photoshop layers with the red and green channels set to different blending modes.
Been playing this for the last couple of days, it's great non-stop fun. Still could do with a bit of polish and tweaks, but the game is just pure great fun when it comes down to it. The team-objective mode is what i've enjoyed the most, but straight up deathmatch is also good.
GPU acceleration sounds bitchin. If they can get this turned into a decent 3d painting app that would rule. In cs2 when I open 200mb files they come up close to instantly but I'm also running a quad core with 4gb of ram on vista 64bit. Thanks for the post Arsh.