At the moment I have only 2 lights, a dominant directional light and a spotlight, but I don't want it to light specific things, I just want lightmass to ignore it at baking, so it remains a dynamic light (and that way later on when I'll add more foliage and props the specularity remains on the ground and I'll be able to…
Didn't the place where you got the above image help? The problem with the above method is that the "water" will always run from top to bottom on an object's UVs. Meaning that a complex unwrap will produce some odd results. To get around this, I made a material that instead assigns the water effect to cylindrical UVs that…
http://waylon-art.com/LearningUnreal/UE3-07-ImportingMeshes.htm Shoot on down to number 8. I've never really used multiple materials on 1 mesh so I cannot speak for HOW bad it is, but I was always told to avoid it. The object you created really wouldn't need 2 materials. You could create the material contrast with just…
I don't know, my models look completely black if I don't have any UVs mapped in the light map UV channel that I'm attempting to build light maps with using Lightmass. Maybe it's building vertex based light maps? or set to use your regular texture map UV channel as it's light map UV channel. Check you mesh in the static…
Ok UDK is driving me nuts right now. I am importing an ASE file but it is simply not showing up in the browser afterwards... It uses 2 UV channels. The second one is all properly unique no overlaps.. I removed all the vertex channels... Its also a closed mesh now even though I wonder why it needs to be since many assets in…
so i started learning udk for a while now and have this very strange problem. i'm using the landscape system with a heightmap from worldmachine. made a material that uses a colormap from wm and 4 seperate textures overlayed to be painted on the terrain. now when i want to paint them on the terrain using the landscape tools…
I was looking at the GDC 2010 map just now, anyone know how they did the moss being unique to all those meshes? is that just a LERP node or are they painting something? It reminds me of uncharted 2 where nearly every object looks unique texture wise. i heard they would use 2 textures and used a vertex paint channel to…
@frostymoose: You might want to give Ariel Chai's pipelineIO script a try. The new service pack 5-2 for Modo might also help with exporting proper vertex normals to xNormal, though you might have to use FBX or Collada. Also check out the Normal Maps: Can Somone Explain This "Black Edge" issue thread especially EarthQuake's…
Alpha, then use alpha to lerp together the original texture + something fancy with a reflection. You now have a tiling texture with a puddle every now and then. Or.... Make a 2 triangle plane. Put a nice material on it with an alpha (and depthbiasedalpha), and then add some nice reflection and such on that. Getting a…
Hey everyone, I'm looking for some info from the UDK experts in here on how to achieve something. I'm working on an environment in UDK that has tiles for the floor and wall, but also has many broken tiles, and some completely missing. I'm trying to figure out the best approach to doing this. I'm thinking using vertex…