You totally can and should remove edges that don't contribute to the shape of a model. However you need to be careful about how you do this. Edges need to be "tied off" at corner vertices and not left partially terminated on an adjoining edge. The way you have it now results in what are called n-gons, polygons which are…
The lightmap is not the problem. You will get the same problem in Maya if you try to tile the mesh. The problem is that the vertices from one mesh are cot connecting with the vertices from another mesh next to it, thus not smoothing the two meshes together. You don't have this problem with flat meshes like walls, because…
Hello. A few suggestions: 1) Make the About screen (the list of hotkeys) have a vertical scrollbar and be resizable at least vertically. My monitor is 1080p and some of the hotkeys are below the visible area (the window is larger than the screen). 2) Enable combining more than one image in the same "application instance",…
yea decreasing the sampling makes the seam just a pixel thin, but its not the solution.. the thing is i export these from max to a game i am working on and the only data i am exporting are the vertices and uv coordinates.. and i still see the same bug in my game.. if i snap the uvs one pixel ahead it works fine.. but if i…
Glib: This could have to do with Unreal's unit granularity. I recall that on export verts are effectively snapped to a grid, albeit a fairly fine grid.. I think it was on the order of 100ths or 1000ths of a UU, but those are often larger than the finest granularity of a 3d app where vertices are expressed with a 32-64 bit…
There isn't an auto weld function in Maya by default. You get use to it. I usually just snap all of the verts where I need them to be then highlight the whole damn model and merge everything lol. If you didn't know, "C" + MMB snaps vertices to edges/vertices. I've been modeling in Maya for 6-7 years and I use to use Max. I…
Basically, Press the Shift and ALT button at same time - In Perspetive View Select 2 Vertices on the Same Path - Goto Vertex - Divide Edge. You can use the CapLock button to rotate view in Perspective View. As long as the Shift and ALT button pressed down you can select multiple vertices in Perspective View, or multiple…
This thread is a collection of personal work conducted for USO; however some work may belong to others. The UDK Screenshots are also taken from the Editor window to capture to post process. This post contains a basic overview of the game, while others that follow will provide personal assets, texturing and art style…
Hello, I could really use some help with Zscripts if anyone has the time and would be kind to help me. It would be a great help even if you could only tell me if it's doable, thanks in advance. I want to deform (move) a pillar (vertical cylinder per say) in a certain axis given height information (Y axis) and time, and…
That's the thing. The normals are all pointing in the right direction. I've done a bunch of work on another mesh, and the issue arose again. I'm pretty sure it's happening because I welded vertices together around a seam, which throws UE4 for a loop. Is there a way to re-split vertices, like some sort of export option?…