Yep! Painting it in white will cause it to go off on all axises, thus giving a sort of diagonal offset. To restrict it to the different axises, simply paint using only one channel, ie Red, Green or Blue. You will find that the UDK widget represents the direction in form of colour. If you then want to increase the strength…
I see where mortalhuman is going with that. I tend to adjust the levels of the red and green channels a sometimes when I use the Nvidia filter. I don't touch the blue though. As Talon said the blue channel gets wiped often. If your importing your normal map into UDK correctly, your blue channel gets wiped, for example. And…
As much as I'd like to hope that Ghosts will get fixed, IW has a terribly bad track record when it comes to fixing PC games. MW3 was an easier fix than Ghosts, and that never got touched after the first minor patches got released. I would just stick to playing BO2 if you like CoD. Titanfall comes out soon and I'm it'll be…
I got in by self-teaching the udk fx system (UT2k4), met up with the then current fx artists at Cryptic and got input from them, ended up getting referred by college friends there and getting hired on. I got out ~4 years later being fired from Cryptic. Not quite sure what I want to do since then (~ year ago).. got a full…
We don't have any issues. Even with a big level, the whole thing fits in less than 600MB, and a good chunk of that is the million nodes of pathfinding data. There's certainly no issue with the terrain, it's well optimized even if it is outdated when compared to other engines. Unity is good enough performance wise. The only…
Interesting point about the rounded entrance because I didn't really like it lol. I decided to keep all the forms blocky to match the way the bridge looked, but I can see what you mean. Now that I have my workflow figured out, and understand texturing a lot more I plan on putting all my future projects in UDK. I feel like…
It feels very plain right now. Your geometry is all based on standard shapes as opposed to anything that truly feel like it is modeled. I see what looks like a bunch of cubes and extrudes. For it being a medieval street it is also very clean with such little wear and tear. Also, the textures look like they were taken from…
Hi, I'd say over 90 percent. But remember it's not just poly counts that matters in a game engine, there are also some other factors that should be considered. In fact SpeedTree cares about it being used in game engines more than they want it to be used in other application. I did put up this course as I thought that…
Hello , i begin the ground and i need some advice : Can you tell me the better way to texture it ( UV ) Here is the ground in UDK 1 ) i can do like this Legend : Pink : ground Other color : Rock ground So i can make 4 mesh for the rock ( 4 1024*1024) and use vertex painting for the ground ( PINK ) with 2 1024*1024 With…
oh okay, thats understandable :) i'll definitely do that ! well i can post my question then: "whens a good time to retopologize? because im worried my texturing will stretch if i retopologize after my texturing and then use tpose in zbrush" So i just decided to go with this workflow: base mesh dynamesh high detail sculpt…