All good day. I am pleased to introduce my first work on the Workshop - Neon Horizon. M4A1 - https://steamcommunity.com/sharedfiles/filedetails/?id=691433710 AWP - http://steamcommunity.com/sharedfiles/filedetails/?id=691454594
@barmyg sure, just assign different material to the high poly nails and wooden parts, bake ID map, and assign iron material to nails' ID color when texturing
id suggest write your own actor class.. extending from KActor, and have it apply damage on touch or bump. id assume thats whats happening with the projectile anyway.
You could use Material IDs to assign the glow to the object - just set up a specific effect ID on a material, then apply that material to the tip of the poker after combining them.
id say no material, and put it in the texture. If the idea is to be efficient, id assume painted in specs are the most optimized way. Just my 2 cents, looking good so far. :)
Yeah that's the one. So for one ID in Max I'd have the house (excluding the roof) textured and in another ID I'd have a tiling texture for the roof? And apply these in UDK right?
nice, id loose the grey transition from the top and change it to water damage, and along the bottom id shorten it alot and replace most of it with a broken underlay of a different type of brick
There is a "select" node. You could hook up an integer to it which would act like a mesh id. And the select node would allow you to specify a mesh for each id.
I think you need to basically come up with your own standards for material ID colors, as far as I know, there's no universal ordering and color assigment for color ID.
I'd like to help. Please note that I'm nnot very good at humans, or animals. Anything else is ok. Here's my Steam ID: http://steamcommunity.com/id/DrOvi/