Ollitel, i don´t get the same problem with albedo over riding base albedo. I tried it today and put a bone smart material over the base Albedo that i loasded. At default it overrides but i just entered the bone smart material group and turned off the albedo and kept the other nice effects the material had. Have you opened…
unfortunately, dont have too much experience with the skinning or the rigging... or with the texturings to be exact.... i aplied a skin modifier and linked the item to the bone, after i somehow aligned it with the default spear. oh and i can see the item if i tweak a bit with the butons from the model viewer in-game, but…
Maybe it's the amount of competition has been changing but it seems like art tests are becoming more and more intensive in terms of time and what they're requiring and simply making good art isn't enough. I think it looks good and the modularity is smart. My biggest beef is the lighting (looks like the default UDK sun).…
Some do. Some don't. And of course, artists who exclusively use default alphas along with the occasional internet-downloaded alpha are not really likely to post about it publicly. Using other people's alphas can actually be a nice learning experience. You can find out what you like, what you don't like etc, so you can more…
the reason it looks strange is because you've been sculpting in orthographic view, which is usefully for showing profile, detail or precise measurements of a three dimensional object. however if you plan on putting this sculpt into any other 3d software the default camera will not be set to orthographic and your model will…
Winged_wanderer when you create your project, below the input maps, does it say "Clean Grey Preset" ? If so, click the drop down menu next to it and select "Default materials" i think this might be why you´re not geting any materials. Worth noting however though is that some materials are in fact missing right now, so best…
Sorry for taking so long been very busy. That mesh cleanup is magic. Thank you, so very much. Ever since I've been using that I've had to do a total of 0 cleanup work. And now I'm making meshes in time comparable to what I was in 3ds max, I am extremely satisfied with all the default tools and am looking forward to trying…
You need to do this in udk because it uses gamma correction in its image pipeline. Any textures that represent an object's texture or ui texture will look good by default import, but mathematical textures like normal maps and height maps and tone curves need special texture compression settings. If you forget this, the…
Try plugging a Constant 3 with the bioluminescence color in the Emissive slot. You'll probably have to Multiply it with a few masks to keep some of the depth with the water. I think a DepthBiasedAlpha may work too. For the Fog, did you start with one of the default Time of Day levels? There should be a Fog node that looks…
Yes I think you were right about the different baking methods! I wasn't aware you could bake diffuse in xNormal, but I got it working and the maps line up now. I didn't want to use the default UVs generated in Mudbox, so I was taking the low poly into max for unwrapping and reimporting it to transfer the diffuse, but being…