Used to be that way with pre gemi but that is not the case any more you can have open edges no back faces. In short your mesh does not need to be air tight.
hay me again, first off let me say thanks for all the help I have been getting, thanks to you guys this class project has been moving along on schedule, but as with anything one thing gets fix and another breaks, this problem I have had since the beginning, its been nearly a month and I still cant figure it out as you can…
Anyone know how to get motion blur to work in a still within the UT3 editor? This post was originally an answer to cycloverid, but then i realized i totally didn't read his question correctly so now i'm just tyring to save face. But any info would be appreciated!
you might even be able to exploit UE3 here, you know. Shadows tend to cast to infinity and even on backfaces of objects, its a bug I've tried to conquer a few times but you might be able to use it to your advantage. Just give it a go, with a light cast shadows from a character and check out the outer faces, theres a chance…
hey everyone. i just got unreal 3 the other day and have been messing around with it for quite some time. currently i am working on a dead space scene that i would like to eventually bring into the engine. this is what brings me to my question. in my scene i am currently working on a hologram projector, in 3ds max i am…
Anyone know of any cool advanced lighting tutorials for UT3? About to start tackeling more lighting for the unearhtly challenge and want the lighting to look nice. I've been toying with small negative values on lights, getting some pretty cool results, nice for accenting areas of the scene. But i'd rather the light behave…
Hi ! I'm having some problems with one of my mesh, here is a screenshot to understand: As you can see, everything looks fine in the Static Mesh Editor(Same in Maya), but in the UnrealEd viewport and in-game, some edges are looking like hard-edges for specular, just between both parts of the symmetry I made. *There isn't…
I had that problem once before as well. Though for me it was because I beveled certain corners in my geometry without re-sewing the UVs and re-baking my normal map. You can also check and make sure your normals aren't locked. Just do a quick unlock of them, set them to face and then reapply normal angle to your object. If…