So yeah. This is the Unreal Developer Kit Master Thread. You can throw your questions in here, as this will be a sticky. For starters.. Did you know you can now paint vertex maps on static meshes inside UDK? Here is the link: http://udn.epicgames.com/Three/MeshPaintReference.html
edit:quoted the wrong person if you look at the unreal tutorial videos it's in particles , the fourth fire video. By videos I mean the ones epic released for the unreal 3 the editor.
Unreal starts at 0 and max at 1. Therefore max UV layout 2 = unreal layout 1. Don't think that will solve your issue though, just something I picked up on.
Having huge problems here with unreal frontend. Can I build my game without It starting up In unreal 3 deathmatch? I just want to boot straight In to my map, this must be possible...
Is it easier(or better) to Model the whole scene (building, props, terrian) on Maya/3Ds Max and then import to Unreal Engine? Or Model them all in seperate files, import and build an unreal scene with all your Models?
Hey Jordan, what do you mean by swizzle? What's that word mean in your context? Sorry I'm unfamiliar. I'm use to using normal maps the opposite way unreal wants the green channel. They look fine in modo but I always have to flip the green channel for unreal. Anyway to flip it in unreal? Maybe its cheaper just doing it in…
Maya 2011 FBX exporter is not bringing over smooth edges (smoothing groups) to unreal. I import into Unreal and all the edges are hard. I have seriously tried every combination of settings. Any suggestions? [edit] woops. i feel like i do this a lot....uhhh tick explicit normals when importing in unreal if anyone else has…