Regarding your seam that goes up the center of your helmet: Border Edges are hard by default because there are no vertices on the other "side" that they can average (soften) between. The only way to soften border edges between separate meshes or elements is to use the Edit Vertex Normals tool in conjunction with Vertex…
Holy smokes that's a lot of details!!! :) You should be careful about putting to much elements, from the default camera, it might get very busy. Make the feathers wider so you can cover all these areas without having so much of them. Otherwise either your polycount will be too high or your texture too noisy. The design is…
Thanks for the answer. I've tried again to uncheck all AO settings and nothing changed ^^ But then I tried other settings I didn't see at first, like the "static lighting level scale" : turns out when I change it to another value the lighting gets better and solves my problem ! It's on 1 by default, and I will tweak the…
Yeah, weird, huh. I don't know if it's Unity in general or just the shader I chose though. I'll test other shaders later tonight to see how it goes, I think that screenshot from Unity is just a default Diffuse Shader with nothing fancy in it. Also, maybe all game engines do it like this and Xoliul's has some sort of filter…
If you are using the default UDK game type then 96 units is roughly half a human (1uu ~= 1cm). The UT game types uses a different scale so if you switch it to deathmatch you may get what you are expecting. http://udn.epicgames.com/Three/UnrealUnits.html Have you compared your imported mesh with a bsp cube of the same…
Thanks for chipping in dralex,the translucent plane method while viable,as you pointed out can be expensive(thought i'd like to know exactly how expensive,i suck at performance profiling),i've also heard that epic uses a cylinder around the player for those kind of things(so it shouldn't be that expensive if those guys are…
The blob shadow default prefab is a good example of how to do this. It uses a projector that has configurable distance and size falloff, that's how 99% of games do shadows under cars. The way to make one is to put your car on a white square ground plane and do an AO bake on the ground plane. Then crop the darkened bits…
Variables only exist within the same scope. Two procedures are two different scopes. Even if you made global variables this wouldn't work because the UI script will only run "once", which is the reason why you have commands like dragCommand so you can dynamically update the UI. In your intSlider definition you can only set…
Your material doesn't really read as metal to me - I would darken the base material, lower the gloss value, lower the spec value a bit and really think about your grime/scratch placement. Study reference pictures for texturing as well, not just modelling! E: here's a quick paintover I did, just with default brushes (sans…
Fantastic list! Few more: - Ensure you're not using duplicate or extraneous textures, and all textures are assigned to the correct path (aka not your desktop): (Shift+T) - Ensure your skinning has assigned the proper bone affect limit (usually 4 for most games I've worked on, not the default '20' assigned by max). - Ensure…