EDIT: You need to split your lightmap UVs along the same seams made by mirroring on the 1st channel UVs. Ignore this text, I'm just leaving it here so the conversation in the following posts makes sense: Those are the lightmap UVs right? I think if you merged those shells it might work out ok. You also need to mirror the…
I asked this question a little while ago in crazyfinger's thread, which was probably fairly rude. My problem is that I want to be efficient with my UV space, but Unreal seems to not like this. If a shell is reversed and overlayed, the lighting is also reversed. I'm not sure if this just has to do with the normal map, but…
The way that I have found to get around this is to first open whatever I exported out of Unreal in side of Milkshpae 3D and then re-export to a .3DS or .OBJ. The reason that I use Milkshape is because for some reason it tends to handle the direction of the vertex normals better than Max can.
This is correct, there is an export function in the file menu, I'm not sure how the OBJ interpreter in Maya is but I've had limited success in getting usable geometry out of Unreal and into MAX. There is usually a good chunk of cleanup before anything becomes manageable. Definitely give it a go and see where it gets you…
hey guys I made this platform in unreal that moves up quickly when you stand on it, so like an elevator, it used to work ok but now when you step on it the character is jumping all the time making it impossible to keep yourself still on the platform. Does someone know what causes this?
Hey guys im going to start work on a vehicle pretty soon for a mod, and i got a few questions concerning how i would go about it in ut3 as the mods for ut3. basically what im doing is making a vehicle but also making it full cockpit too, the cockpit is basically the hud and to see your health and ammo and switch weapons…
alexk - i remember reading somewhere on the udn with way that culling (removing polys not seen from rendering) works in unreal engine 3 (each polygon culls all polys behind) works better with closed meshes. may also be other reasons but i'm pretty sure thats it. could be wrong though.
Hey guys I just have a question about vertex painting in Unreal editor. I saw that it's possible to vertex paint a mesh in the udk : http://udn.epicgames.com/Three/MeshPaintReference.html but i can't find the mesh paint mode button they're talking about in the editor of the game (the one without lightmass etc)
Thanks Neox for that valve link! It's been quite helpful! :) I have a question though. What exactly is albedo? I did a google search on the term and it was defined as reflectivity. Though in that Valve paper it looks to be just diffuse shading. And the TF2 unreal shading example appears to be just a diffuse texture as…
I'm probably going to sound like a ridiculous noob right now, but I have to ask because I find this look that you guys are creating really nifty. How do you even accomplish that look?! :P I can understand basic cell shading. I use Maya, and have created similar effects. When I did it in Maya, I just used a Toon Shader,…