Hey guys I just have a question about vertex painting in Unreal editor. I saw that it's possible to vertex paint a mesh in the udk : http://udn.epicgames.com/Three/MeshPaintReference.html but i can't find the mesh paint mode button they're talking about in the editor of the game (the one without lightmass etc)
alexk - i remember reading somewhere on the udn with way that culling (removing polys not seen from rendering) works in unreal engine 3 (each polygon culls all polys behind) works better with closed meshes. may also be other reasons but i'm pretty sure thats it. could be wrong though.
woah with transparency... uhm maybe an inverted and pushed model with a tricky shader would work, maybe multiplied shader for the outline and additive for the model itself? hm really hard as unreal doesn't sort alphas in the normal zbuffer, thats one of downsides on airborn outlines are always in front of softalpha, so…
Thanks Neox for that valve link! It's been quite helpful! :) I have a question though. What exactly is albedo? I did a google search on the term and it was defined as reflectivity. Though in that Valve paper it looks to be just diffuse shading. And the TF2 unreal shading example appears to be just a diffuse texture as…
I'm probably going to sound like a ridiculous noob right now, but I have to ask because I find this look that you guys are creating really nifty. How do you even accomplish that look?! :P I can understand basic cell shading. I use Maya, and have created similar effects. When I did it in Maya, I just used a Toon Shader,…
This might be a stupid question, but... How does one frame a shot in Unreal? -provided that the aspect ratio needs to be altered. The properties of a camera actor allow this to be adjusted, but I am only able to view these changes in-game, not in-editor. It would make my life much easier to see the framing in-editor so I…
So I'm setting up my scene in Unreal, and I having some strange issues. I am getting seams, which are not present in Maya, or Marmoset... I assume its from shadows for some reason, but I cant figure out how to fix them. Has anyone seen this issue before, or know how to fix it?…
hmm..I get messages like that too, but the mesh looked fine...I'll have to take another look. Can you show a pic of those areas that are built in the 3d app and what it looks like in UDK? *Edit; I had to confirm this with my own mesh. Unreal won't draw convcave patterns, so if you have anything like that, it will explain…
have a problem. I exported a mesh using actor x from maya 09. It is about 9500 tris. When I imported it into unreal it drops down to about 6000 tris. The problem is that some of the geo is missing. I have alphas on it, but i exported with the alphas and with out and it still has missing parts on the mesh. I exported…
I have a seam problem in Unreal that I can't seem to solve. This is a specific mesh normals seam too. I have 2 meshes that, when in Maya, flow together fine in both regular and high quality rendering. I import it into Unreal using the collada exporter, and snap the 2 pieces together. Pop a point light in and boom! Seam.…