Hey guys, I'm trying to set up my latest model in Unreal3 via the Gears1 editor. Problem is I never touched lighting in Unreal, being a modeler. At first i was having the problem that the fake subsurface effect i gave the shader was not remaining after building lights. Using a spot light seems to have fixed that for now...…
Edit: doh! I just read that you wanted to light a character and the link I provided below is for enviroment and props.. my bad! You need to enable light maps for the models and change the resolution of the light maps on the models to make the self-shadows less crappy. Here's a link to a tutorial on most of what you are…
Good idea, though I'm a little skeptical that the shadow i'm talking about can't be done dynamically, since it's right there in the browser mesh previewer and spoken about in the U3 developer Wiki (Though they don't bother going over how to make it happen) Basically i'm asking how to achieve shadows like the mesh preview…
Ok i put one of the game's character models into the scene and got a light to cast soft self shadows and environment shadow from him. So it's definitely possible. Could it be that i need to make my model a skeletal mesh in order to access that shadow mode? Currently trying to duplicate light settings from his model to mine…
Thanks I'll have a look tonight and post back my experience. Having a quick look at the link, seems like it won't work for my model since it has mirrored UVs as most characters do. Seems what I need to look at is more on the dynamic shadows side of things. But I'll see if what's covered there can help. It's so funny that…