These videos doesn't show how to attach a weapon in UDK, but if it is just animations it should help http://www.youtube.com/user/fritzstudio#p/u/0/BfT3TZAts9g His channel goes through the process of importing into UDK, I just wish he finished the tuts with how to replace defaults character with the ones inported. Hope that…
See then Im confused because I was trying the flowmap maker lotek? created as well as the flowmap plugin for 3ds another member made. The blue channels by default on those were black except totally white where you painted. I was also asking an artist from Volition and they mentioned the blue channel should be 0 (black).
Do you have adaptive degradation toggled on? It's assigned to the O key by default. Not sure whether it's the same as the "don't degrade" option you mentioned. Max's help topic on it: http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-486136D3-3BCC-4A95-823B-3E7F9F75C2C4.htm,topicNumber=d30e11672
Alright. The reason for the errors when its applied using the second channel, is that Unreal doesn't generate tangents for the second uv channel by default so you need some extra material nodes to get it working correctly. Can we see the uvmap? have you tried different normal and tangent import and export settings?
What version are you using? Are you using Terrain cast shadows? I haven't had an issue with SSAO/SSDO on my end, but I also haven't messed with terrain too much. Does it happen in another scene? I know by default terrains don't cast shadows in the last few builds because of errors like this
I once used the Advanced Lighting level. https://docs.unrealengine.com/en-us/Engine/Content/Packs It's a very Marmoset-like template that comes loaded with UE4 by default. It already has its own HDRI but you can replace it with any of your own. It also has its own blueprints that controls the sun and sky.
userSetup runs before plugins are loaded, that's why it can't find FBXImport I don't think there's a way to change that. You might want to try setting an alternate default scene instead. https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/File--New-Scene-htm.html
Same thing happened to me, bro: Is your mesh closed or does it have holes (such as sleeves, etc.? If I remember, closing the holes did the trick for me. You might also check for non-manifold geometry. If that doesn't help, a workaround for me was to switch my renderer to "High Quality" or "Legacy Default" instead of…
I'm not 100% sure, but it looks like it's just the way the smoothing groups are. If you view it in 3DS Max with a real-time shader with 'per-pixel' lighting, I'm sure it would look very similar to what shows up in the engine. 3DS Max lights models 'per-vertex' by default... Might have something to do with it? :P
@JadeEyePanda Thank you for critique. Her pelvis area and her breasts are need to be fixed 100%. About render, thanks) I rendered in KeyShot. All render settings were default, only 128 samples instead 16) @Legion_studios Haha, I was thinking about this character too) but this Kitty is a little bit more aggressive :)