So I've been getting some of the first building set modules into UDK to test how they handle and found that the shadows seem to act a bit odd once they're baked. I've previously worked with lightmaps a bit on basic objects but I've not fully worked with them on more complex ones which is why I'm here asking for a bit of…
Howdy PK Brainiacs, I've seen this in other games and I'm wondering if its possible in UDK. I've got my flash attached to a material and a 2d render texture, the usual thing if you want to place it on an object. But, what I want to do is be able to interact with it based on where my actual aim reticule is, not where the…
Hi Everyone, Its been a stupidly quick and tiring year for me, finally finishing my Bachelor of Games, learning heaps along the way. Some of you have maybe seen my environment and helped along the way. Id really love to take the time to share my final year game project, Azuruk. During the dev of this game I was the Lead…
Hey, I made this tree a while ago to put in a scene for a High Res character model months ago, but the two didn't work together. So I dug it up today after seeing Chirstoffer Radsby's tree model: http://christofferradsby.com/portfolio/darkcliffs/ and decided I wanted to make something of it. I've optimized the geometry,…
I have heard about people using power of 2 grid because it makes all of your textures equally divisible, or because it maintains a texel density of 1 pixel per cm or something like that because it's cleaner but that goes out of the window as soon as you up the texel density so I don't know. I do know that you can set UE4…
The pictures don't show up in post, but I can see them if I open in new window. So if you have this event always firing, you can use a Toggle and simply turn off and on the event through the Event output of the Toggle node. So your trigger should hook up to the Toggle node via Touched > ON, Untouched > OFF. And your Toggle…
My suggestion would be to first cut out the fog, or at least reduce it down to a very minimal for now. I'd also turn off the rain, because both those are really making it hard to see what you've got currently in terms of model and texture work. Then I'd maybe go over your lighting, just so you have a base. It seems like…
In the future (I think it's in version 4.6 that's to be released) I think Epic are planning to reinstate the feature where you can use bloom/emissive to create actual lighting, though do be weary in doing such as in the UDK it could quite quickly become expensive. Looking a lot better now in Unreal. :) You should play…
Second time I've seen that engine/generator that's in your scene this month. Must be a popular concept. Graphically I feel like you could probably put some more geometry in there, it's a bit too low poly, especially second image from the bottom, I can see some sharp edges on the cylinder on the engine, and to the right of…
Thanks for the detailed reply! Actually I'm done with the models of this now, but I will have to make many other heads in the next weeks, so the opening on layer can happen with them and I'll definitely keep in mind your answers guys! Now I'm thinking on making the morphs rather in Zb. About the SSS. We already have a…