Looking much better. So about your vertex painting problem. You have all of your outputs from the vertex color node coming out of the red channel. You need to use all of the RGBA channels for it to work. Plug red into the first lerp, green into the second and blue into the third.
Yeah this is coming along great, the lightings really starting to come along. One thing I think that could really help out a lot is trying to work abit more of the blue lighiting in. Right now it just seems one shade of lighting.
Aha thats whats causing it. Cheers, was kind of wondering where all the heavy shadows were coming from, however they only tend to show up vividly in screenshots and not so much in the actual game. Bare with me with all these errors by the way :) this is my first scene/environment within UDK so i've only just started to get…
Hey Guys. I'm currently working on a Star Wars landing pad environment with heavy influences from Egyptian architecture and styling. Things are going well so far, here are a few shots of the WIP: And here's the piece as it is now. I've gone for a more ancient and mythical sort of style, not abandoned, but rarely used.…
More updates: I've changed the AO contrast to bring down the sharp shadows more, and also bumped up the bloom a bit (want to get a really epic/fantasy feel, this works quite well) only 3 more meshes to fully texture now. I've also added some flowing water to the bases of the outer waterfalls. Now, theres a few issues that…