I didnt make separate UVs for a lightmap. So I'm guessing unless UDK auto generates a lightmap that I am NOT using a lightmap? Also I have no idea if i'm using per-vertex lighting either. Perhaps a link to a good lighting in UDK tutorial would help a lot. Like I said I'm a noob, all I did was go to Build - Lighting -…
I have the opposite problem. After reading through these posts, i tried setting my gamma to 1, this makes the model have the correct color in the normal viewport, and in the viewport canvas. When i do some edits, and exit out of the edit, it saves the image and it turns darker in the normal viewport. Going back into…
The dark shadows is what it looks like when you have broken lighting. If you want hard dark shadows like that in the final build you need to change your light mass setting under world properties. Default light mass settings has 3 bounces. If you turn it off it will look like that... but it will not bounce through…
It won't let you bind TAB to anything, as far as I know. This is because TAB is a reserved key by Windows standards to change the data entry field. You'll notice that if you hit TAB in pretty much any Windows application, it will move you along to the next data field, UI control or hyperlink. You'll probably just have to…
For the wall thickness I don't think it is super important, but if you are making an actual level set for a game and not a room as portfolio piece, you would want something with thickness. That whole vertex article is about keeping things standard, so figure out your base units and stick with them. I know in the default…
A free course can't hurt, I think most people problem with it is that in the states those courses are generally very predatory, for profit schools like ai make up like 10%of all private student loans, but something like 45% of all private defaulting loans, because the kids can't find the promised jobs on graduation and end…
Choose "3-Materials" from the SCR pulldown at the top, you only need to split the bottom view once and you have your 4 viewport setup. If you resize your buttons window you have to place the cursor in it and press Home (for default view) to zoom them up to the window size. The button menu takes the same view controls as…
If you want to simply get your sculpt into Max you could try exporting your Tool as an OBJ and importing into Max at default settings. I know what A LOT of people have issues with this, but it works flawlessly for me. Also if I export from Max, I just export as an OBJ at default settings and everything works fine. If you…
[ QUOTE ] Right click the object, go to properties, and check the "backface cull" option. by default Max9 no longer backface culls, as it is slower to do so in the viewport (but it also leads to artifacts like that). [/ QUOTE ] That was one of those "speed boosts" they did to Max9. Just like "hair and fur was going to run…
[ QUOTE ] For the love of God, why do all animators on PC RPGS seem to think that a convincing idle pose is stood straight up with an even weight on both sides of the hips with arms perfectly straight down? Who the fuck ever stands like that? [/ QUOTE ] BiPed does. And for whatever reason they don't think past the default…