CE3 SB allows us to import texture tiles into the game that are placed down directly onto the terrain. So I have taken a height map which is 512 X 512 pixels and then put together in photoshop the texture for the terrain surface which is much larger than the height map at 8192 X 8192 pixels. The reason for doing this in…
I haven't been working that much in UDK for the last year, so maybe better take it out to tech forums and support threads for xnormal and handplane, generally more users read those, but I here are some tests I did. Last version I've been actively using was March 2012, IIRC that explicit normals workflow with xNormal was…
Alright, here's what I have now! I think we've pretty much figured it out, I'm just going to look at some more PSUs to see if the prices are low enough to even bother going below the 1100W I've chosen so far. :) PSU: ABS Majesty series MJ1100-M Continuous 1100W RAM: G.SKILL Ripjaws Series 4GB 240-Pin DDR3 SDRAM DDR3 1600…
As i did this in some german forums i thought i could do this here to, a thread of me looking back on my past work, starting with my early freelancerworks from 2007 till now, what i'm allowed to show of course ^^ Thought it would be better in pimping and previews then in sketchbooks, even though having a personal showroom…
Thanks for the in-depth response! You've just given me a lot of new terms to google. In terms of my texture sizes, the tiling grass and dirt textures in the last post (and the end-goal) is 512 each, and probably 512 for the mask as well. I'm basing my game on the similar concept of the Zelda Links Awakening switch remake…
Vehicles --Rec. Max Polys --1P Cockpit Class 0, i.e. Buggies and civilian vehicles --4000 incl. integrated Kit parts in the mesh --Integrated with original mesh & texture Class 1, i.e. Hummer or Attack Heli. Airplane --5500 incl. integrated Kit parts in the mesh --1000 (Vehicles with entire interior could use up to 2000,…
Hey overall I have 1 or 2 simple questions..I am still natively using 2010/2009 at home since when I switched to 2011, and 2012 I noticed alot of weird lag in the view ports. Also in 2012 the uv unwrap editor changed completely and had a bug (but later was patched and fixed to my understanding) but the viewport never quite…
So i started boxing out the house to get a feel for it. This screen is a few hours old so the house will be plus 32 units in width. The window and door module is 12*12, the top is 2*12 and the base 2*12 (which I just realized doesn't add up). I've also started to plan the textures. The texel density is 64px/unit. This is…
I need help! We switched over to the somewhat synched normals version of the unreal engine and so I started using xnormal again. I made a test model to stress test common high poly shapes. I am getting weird pinching artifacts in my normal map from xnormal now and I can't get rid of them. Facts: Tried Fbx 2012 AND 2013.2…
I'm using 3ds Max 2012 and Xoliul viewport shader fully supports that version of Max. I have 2014 version too, but I find 2012 a little bit better. And as it reads in Xoliul's support page: "Autodesk has completely broken shading in Max 2013 and 2014. I can not and will not fix this. You should go back to Max 2012 if you…