I took it into 3D Coat and smoothed out the cornes. And back into MayaLT for .fbx export: UnrealEngine render: I know the shadows is abit wierd, but I just imported it for testing purposes. What do you think?
Toolbag2 and UnrealEngine 4 both prefer for the binormals to be calculated in the pixel shader for best results. I just wanted to check if this was causing the issue.
It's live now. Greg Mitchell, the cinematic director for the Gears of War series, is talking about the workflow and structure of creating cinematics. http://www.twitch.tv/unrealengine