Yes, but the package with the name of the level, that is automatically created, is reserved only to the concent generated by the engine for your level. You need to save your staticmeshes, textures, etc, in another package. And in this one you can make the groups to order them. Just don't use the package that already exist…
I used a different material, this is the lighter way I think. The bottom part is basic opaque shader with a reflection mask for the screen and some other parts, and the top glass material is an additive - Unlit shader. Additive blending is the cheapest to have a translucent-looking material. With only one material, this…
Thanks! I can show off some spec maps... they aren't anything crazy though :P I generally just get my diffuse done, then copy it, de-saturate it, move around the levels until there is decent contrast with the most mid-tone value on the texture, then alter the base colors of the other materials until they look good :P Lotsa…
Sure ! To make it more obvious I removed the normal, the diffuse, and the specular texture on my material adn replaced them with int. And here is what it looks like: They are all planes, they should not have different normal directions. Yet, it looks completely wrong. When I move the prefab so it removes the baked…
@JustinSlick - Thanks man! I'm hardly experienced though, just a guy trying to make something that looks cool. If I can help you in any way, I'll be glad. :) @ng.aniki - Haha, that's totally Battlestar Galactica man! I love Battlestar! Hey good start dude! The scene is starting to come together nicely, can see the console…
@LankusMaximus - Thanks man! Just trying to push the most out of my textures. :D @uberphoenix - Yeah the buttons on the War Table are normal mapped. Basically the rule of thumb at least for me is if it's a smaller detail like that where it doesn't affect the silhouette then it should probably go in the normal map.…