hi everyone ! I have a problem with shadow in UDK in the image below is a simple wall that I modeled, I Unwrap the second UV channel for lightmap ( the UV is snap to the grid and have enough padding ) every thing work just fine but when shadow casting between 2 wall, it's start showing the seam :poly127: and here is my UV…
Not all of us can be as artistically inclined as some on this site. It would be nice if I could take a cube, apply a multi-resolution modifier in Blender, and crank out a masterpiece. But I just can't...and I know there's quite a few others out there that suffer the same disfunction :) I've created a walk-through of the…
Hi. I've been working with the UDK lately found a thread that told me how to change my grid in Maya to match the UDK grid. This went great and now its a lot easier to throw together modular environments in Maya. My problem is that I had to increase my max and min clip distance in each of the view ports to compensate for…
Hey Mitchell, Here's an essay for you (I don't expect anybody else to read this so I'll address it to you! ;) There's little to no documentation on this area so I'll make a start now. It's too big for me to look through properly but I'll update it if I have anything to add :) I do a bit of UI art at work so I figure I'd…
I've had similar problems before and I'm not really sure why this happens but it seems to be as and when Maya feels like it. Some things you can try: -Check the up axis in preferences>settings, it may have changed, or need changing. -Create a new perspective camera and then select predefined bookmarks>perspective from one…
Kevin may have posted it already in this thread, and it's in the polycount wiki, but if you are following after his working method as so many of us are, read his ppt presentation! "Modular Environment Design, Or how I learned to stop worrying and love the grid".…
be carefull there mate, working to a grid is par for the course in Environment art, suggesting it can simply be ignored is pretty bad advice. making environments usually requires alot of modular work, which works much more smoothly when created on a grid. here's some good stuff to look at…
Some of the WIP screenshots over time: Getting the scale right in maya. 1 unit equals 5cm so the chair was roughly 180cm high and 60cm wide. I used 5cm units since maya places pivots in the center of newly created objects, and when grid snapping to the grid line it makes it a little easier to enlarge to even chunks of…
Grid inventory! Yes! God, I miss that type of inventory. Maybe it's weird, but there's nothing that I enjoy more in a game than being efficient. Other people think, "I really hate having to manage this inventory" while I sit there pleased as pie that if I'm clever with rearranging I can hoard more stuff. Plus it adds a…
There is no way around this, with a lower resolution you have more tiling and less variation. If you need 9x9 tiles on a 4x4m floor and you want to use a texture covering a quarter of that floor, that texture has to contain a quarter of the tiles, 4.5x4.5 tiles in this case. Now the texel density defines how large the…