Here this is vas they iz talking aboot: http://www.chrisalbeluhn.com/UDK_Advanced_Vertex_Painting.html http://www.chrisalbeluhn.com/UDK_Mesh_Paint_Tutorial.html Another one: http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html Also, same idea, but you can do the same for the diffuse texture:[ame]…
assuming the material on that pillar is diffuse spec normal maps you'd be surprised. It could be all of 256, it may be more like 512. Whatever it actually is, no matter how big it really is, it's only displaying avout 256x256 mipmap in that view, if the screen is downsized from say 1680x1050, it would be using like a 512…