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…
Finished another art test here which I had a lot of fun with. My portfolio lacked a female character anyway. The idea was to keep the same body but then change to a new outfit with mostly a texture swap. I would've made more separate geometry pieces for costume #2 but I ran out of time and had to turn it in. Curious to get…
I'm talking about just about any 3D RPG out there, the characters for things like The Sims, how do you model so that say this person's head has multiple possible hair styles that in a game environment can be pick and chosen from a character creation screen? I doubt I'll have to make a separate model for every possible…
Checkout this post by Kevin Johnstone: http://www.polycount.com/forum/showpost.php?p=1505313 He has that railing texture done a modular way where certain damaged bits correspond to un-damaged bits and can put them together in a bunch of interesting ways. That might be a bit complicated, so an easier method I have seen is…
Did you setup the 2nd UV channel for lighting? You'd probably also get better results from a road shaped mesh that is nicely segmented. Though sometimes you just get wacky errors. I did a modular sidewalk that would have odd lighting errors whenever it so desired.