I modeled a meteor and I imported it into UDK as a Skeletal Mesh. I have been tweaking the mobile crowd setup in the Jazz Mini Game but nothing is happening. I have a destination 1 and a destination 2 setup. I want the meteors to simply spawn and travel in a strait line from destination 1 to 2. How do I set this up…
Hey dude, i did a quick scene for your to dissect. Maya 2011, http://www.pedramk.com/files/Hinge.mb Its quite basic, but what i did was create 2 joints to drive the hinge arms and the top bit that i guess the trunk is attached to. and 2 targets that keep the hinge arms in place where the screws will go.
From all accounts yes. Though from what I understand Zbrush is still 32bit only which means the maximum amount of memory it can have is 2 gigs to it alone. So 4 gigs would allow your other 2 gigs for like the OS and PS. You need a 64bit OS though.
Yes the blurring of cubemaps is problematic. Like is now, it's blurring between 2 LOD's of it (high and low), so I don't think using 2 seperate imported cubemaps will improve that much, maybe I'll try it that way. And for the crashing, do you have the latest UDK + in dx11 mode? don't really know why it is doing that.
So finally finished challenge 9. 2 weekends in maya when we started then the past 2 weeks finishing it up. Here are other closer shots if anyone is interested. https://dl.dropboxusercontent.com/u/2634509/3/NoobChallenge9b.png https://dl.dropboxusercontent.com/u/2634509/3/NoobChallenge9c.png…
1. UE4 uses 1's 5's 10's 50's 100's, they moved away from powers of 2 for some reason, UE3 was 2, 4, 8, 16, 32, 64, etc. 3. Multiple materials means multiple draw calls, you really want to keep that number down.
Hey! I down the file and i did a bake in Xnormal and then i added the Normal Map into XoliulShader 2(max 2011 64 with qualified normals enabled) and got the same obvious seams problems. After that I made a bake in max using RTT assist and and used Xoiliul shader 2, and here is what i got.
Oh man another one? haha. 2 fast 2 furious and tokyo drift were pretty terrible. I threw up in my mouth when they put a skyline motor into an otherwise beautiful 67 mustang. Fast and Furious was good though, I'm sure I'll watch this too. So you worked on this? Congrats!
Yes, you can. In fact, this is the recommended setup by Epic for mobile games to only need 2 textures for an asset: 1 - Base colour in RGB channel - Roughness in Alpha channel(metalness is a scalar node) 2 - Normal map Alpha channel is recognised as linear data and auto-interpolated so you would leave sRGB enabled.
One thing that's promising though is that they have shown this demo in real-time, being manipulated in Maya (I believe it was revealed the killzone 2 demo wasn't actually real-time). (the vid if you missed it) [ame=" https://www.youtube.com/watch?v=Q9xhFpuIMX4"]Square Enix Luminous Engine demo 2 iPhone - YouTube[/ame]