im not sure if someone asked this before, but is there a way to take high rez photos of things in unreal thats just the prop by itself/mesh by itself (ive seen people do this and show work before I just dont understand how they do this)
sorry if this was asked before. I see quite often so called blockouts made in UnrealEd. Their purpose is understandable, however I can't really figure out what to do next? Is there some way to export these blockouts to 3d modeling program or what?
d1ver to get the multisub material to work make sure you apply at least one texture to each sub material for each material ID within Max, otherwise the different material IDs won't get transferred to Unreal through ASE export.
Hi im new to using Unreal 3. I have a problem with the modular pieces I have created when they a lit in the engine. I dont want the harsh lighting that appears on some pieces like the top trim. Instead I want the same sort of lighting across all of them. They are not lightmapped and i have also turned of unreals sub…
I tried searching this thread, but it's to long. I just have a simple question. I made a simple level in unreal, i was wondering how I could export it out to maya. I want to make some props and texture some stuff. Thanks.
It still wont import. I tried the merge the vets. Itook it into the UDK dev kit (originally it was Unreal 3), and i get "generate/imported vertex count ratio(6836/3476) exceed expected percentage(96.66 percent vs 25.00 percent expected)."
In the console. Try pressing Tab, ~ or F10 while ingame and look for a textarea to appear. You can change the keys its bound with these settings: [Engine.Console] ConsoleKey=F10 TypeKey=Tab in this file: My Games\Unreal Tournament 3\UTGame\Config\UTInput.ini Try that
I know this is a long shot but if anyone here is good with custom vehicle code could you send me a PM, I have some questions about how the RemoteRedeemer works. And yes I have tried asking and searching on the Unreal 3 forums already.
Directional lightmaps? How does that work? I'm still a little shady on light maps. I know that for unreal I need to create a second UV set that doesn't have any overlapping UVs. But that's the extent of what I know to do with them. I'm unfamiliar with what else can be done. I assumed that Unreal just uses this second set…
Its all just UT3, no fancy new features, lighting is baked in maya and i created a shader in unreal that can read the directional lightmaps and use them in cooperation with the normalmaps. But in those screens its just one light source with dynamic shadows really nothing fancy.