yeah, this isnt really specific to UE3 and if you set your compression type to TC_Normal map on import it will do this automatically. The reason it does this is textures go from 0-255 but normal maps represent a vector in each axis, and the vector can go from -1 to 1 so you have to unpack those channels(Axis) from 0-1…
multiple materials are a problem on things that are repeated a lot. It adds another draw call so look at it like this: If you have a character that is only on screen twice and has two 2 calls instead of 1 your total draw calls went from 2 to 4, not bad. If you have a wall that is used 25 times on screen and has 2 draw…
Dude, Jordan, I could kiss you :poly142: So I changed it to no compression and did what you instructed, these are the results I got. At the very least, it's far more predictable in how it's displaying and I think I can roll with this now! Since I'm obviously still learning about how unreal processes normal maps, could you…
You should be more specific, but it is possible. There are two alternatives (that I know of): 1. Gradient Mapping 2. UV-based tinting For gradient mapping you just lerp between the values on a gradient texture (just a generec photoshop gradient) with a tinting mask (custom for each texture) and multiply it with the…
The map is all done, just wanted to take the final snap.. From far, it looks bad as you saw... nothing much with LODs, but those wood mesh are already a box model, so, dont think can reduce the polycount or do anything unless there is 1 button click for that. I hate why its coming all of a sudden now :'(
from what I remember, the fix for this is to use UV coordinate Index 1 for your maps instead of the default coordinate index of 0. You can set this property in your Texture nodes in the material editor. I have yet to test this myself but it seems like other people have had success. Kind of a crappy workaround tho...
You need to change your Blend Mode from BLEND_Opaque to BLEND_Translucent, it's in the bottom panel of the material editor window. You can also use the OpacityMask rather than Opacity as the input for your alpha texture with your Blend Mode set to BLEND_Masked for 1 bit alpha. Your alpha texture needs to be inverted as…
They're BINK video's, i'm 100% sure, you can see compression artifacts sometimes. So they captured them from the engine somehow. I just want them rendered to file since we're creating a showreel here at work and I don't want to wait 1 hour for a silly 360 render while it looks nicer and renders faster in Unreal.
Here is a tip to bring out the best in what you've made by giving you access to all the resolution without changing to the wrong LODBias group. You will need to edit two ini files: UTGame\Config\DefaultEngine.ini and UTGame\Config\DefaultEngineUDK.ini. A lot of assets fall into the WORLD so look for this line:…