You can make your own 2nd channel lighting UVs in max, maya or whatever, and will likely get better results. Getting a nice material in unreal takes a bit of learning and setup. So your normal and lighting might not be the issue. You could always post the flat and a screen cap of the parent material setup in unrealed for…
It looks to me like in that first example, the low poly's UVs or faces are unwelded. Or you accidentally used an auto unwrap. Also, looking a the 2nd example, it seems your cage is still incorrect. You're not getting enough distance. Try increasing the cage distance from the base mesh so there's no clipping at all. Also,…
Man, Lazyboy, you sure are lazy. Someone already did masterchief... Livewire this is looking good. If you plan on indenting the blue material like you did on the lower half, are you going to do this on the upper half as well? I think you could go two different routes: 1) avoid the indentations all together to keep the…
Hey everyone, I'm starting to toy around with UT3Ed, but when I try to use a Multi/Sub-Object Material for a static mesh it looks textured properly in Max, but when I bring it into UnrealEd I get all of the material slots, but it ignores any materials past the first two slots. Here's a screenshot of the setup: It seems to…
You can't use the DX shader, but you can probably fake it by using a Mix map, putting the lightmap into the Mix Amount slot (maybe invert it) and set the first Mix map to your diffuse, and the 2nd Mix colour to whatever you want your lightmap shadow colour to be. This won't work if you have stuff like bounced light in your…
Thanks ! I had a similar feedback from a friend about the composition, I'm kinda freestyling it lol I like the floor and variations of it so it's probably gonna end up as a bottom of a pool...at the bottom of an ocean. Hahah clearly i need to find something Noted about the readability of the water, I tested so many…