I've built single panels and 90 degree corners (inside and out) at 10x30m for Unity3d. However nothing is able to snap when using 45 degrees? Has anyone else had this issue or knows a workaround? For example make a plane 64x128 then shift+rotate 45 degrees and see if you can get them to lineup on the grid. Am I missing…
When I've used modular pieces in UDK, if the model was lit from the back where the missing faces where, then there's no shadows. I had to make the material 2 sided to get shadows back.
I felt that this was the perfect project to keep improving my hand painting skills with tiling textures and reusable props and structures. As you can see from the pics, modeling and most of the texturing is well underway. I like the way the textures are coming out, but i feel they are missing the last 10% polish to really…
Hey, I'm still fairly new to these forums, though i browse them a lot and read up on stuff, I'm usually around following my friends unearthly challenge thread (X-convict team vAntage) Anywheres here's a render and texture layout... I haven't used this method before where you create a texture first then create the building…
Try setting the static lighting level scale to something low like 0.1, and increase indirect lighting quality to at least 2. You can also try playing with the indirect lighting smoothness. Also, check this thread: https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem
I've painted a seamless texture for my house. I have walls, doors, window tiles, etc. If there's one tile that always goes next to a specific one it's easy. But that's rarely the case. If I have either a door or a wall that can go next to a wall, how do I texture it so that the texture is always seamless on either? Thanks…