never heard of such a thing i don't think the terrainpainting will work, did you try exporting meshes from unreal to obj and look into the uvs? maybe you have both sets
There is not a "Max" poly count but the shadow buffer has problems with items that are over 20,000 verts or there about. What this means is that as you approach that many verts on a single object the buffer that stores the verts to make the lighting calculations gets to big for Unreal to handle so you get these weird…
hey everyone. i just got unreal 3 the other day and have been messing around with it for quite some time. currently i am working on a dead space scene that i would like to eventually bring into the engine. this is what brings me to my question. in my scene i am currently working on a hologram projector, in 3ds max i am…
@linkov: The blockout meshes should be built in your 3d app first then imported into Unreal, they are really just there as placeholders. If you keep the pivots in the same places all you need to do is re-import final meshes and textures into your package from your 3d app and everything will be updated. That way there is no…
I got one....anybody know If its possible to adjust the field of view/depth of field within unreal? I remember searching around on the udn a while ago and came up with nothing
I've been reading quite a few ways (some rather funky) of creating decals in Unreal Ed. Anyone with a lot of experience with it care to chime in with a good way of doing so? Thanks :D
You mean the customlighting node? I got that and i use unreal tournament 3. It´s at the bottom of the material-thingy. Look at my images on the previous page to see what i mean.
I am wondering if I can use animated textures in unreal. I know that I can use the panner and what not but I am looking more at say animated tracks on a plane or such.
i have mirrored geometry in mesh that I imported into unreal ed. I can clearly see a seam and black gradient. how do I fix that. How come my normal maps look good in 3dsmax and once loaded in unreal the normal map look washed out. its lacking in depth. whats the cure? I tried using bump-offset to increase depth. question :…
So i was looking for something about toon shaders in unreal but i didn't find anything in the thread, i might have overlooked it or didn't read far enough. could someone point me in the right direction?