Hey man, I'm glad to see you sticking with it. I'm gonna throw my 2 cents in.... There are some issues here that need to be addressed before you go any further. You have the right ambition, but I'm not sure whether you understand the purpose of things. You being focused on the slight problems with the cut in your geometry…
What you could do is unwrap the basemesh in your favorite 3D program then extract a UV map. In Photoshop you fill everything with black (or white, doesn't really matter, because you can invert your alpha in ZBrush). Then overlay your decorative pattern over the part where they would go. You should now have a black & white…
Well there's yer problem. Your equidistance is very off. The reason they get all funky looking off to the side is because your faces are all stretched out in those areas. All your faces should be as square as possible, when you work at this kind of resolution it's better to think of them as pixels rather than polygons. You…
Don't be sorry! We all were noobs of UDK at some point :D Of course you import your texture in a .tga format but UDK compresses it to a more useable format for the rendering process. Don't worry, your texture remains untouched. You can even export the texture again as a .tga file in case you lose a texture or so. I reckon…
I think it looks good! What happened to the broken parts that you wanted to model in? You could model out some trims on the bottom of the fountain like in this example. If they are not too exessive you could even get away with it without baking it anew. If you're not quite sure how to do it check out this tutorial. She…
@pseudoBug - Hello there!! Yes, you are right.It's because of the fact that the alpha which i am using for outer walls is of lower resolution than alpha which i am using in the middle column.Furthermore, when i have baked it in my previous tries(you can see the image at the top of this thread)...one really can't…