Had a look at the gloss/specular power, perhaps this is what you're after? Other than that, there's not much of a sense in setting it up in Marmoset if it's going into UDK, you should be optimizing it for the target engine right away.
@jo420; I don't think throwing weapons have blood masks, since they disappear when they hit a target. I'll post a screenshot of the axe without the blood to see which one looks better.
Try applying the noise to a new layer, or save a morph target first. Then if it winds up being too strong once converted to actual geometry, you can dial down the intensity of the layer/morph
[ QUOTE ] but why does it cost so much? [/ QUOTE ] Why does 3DS Max cost more than 10x the average OS? Because they have a lower production volume and are targeting a niche market.
Are the reasons closer to developers [after securing a publisher] now being more free to work on their game design, or is it because tech plays a role and every asset gets re-evaluated to match platform target?
It's cool that you're trying a bunch of different stuff. However, I'd suggest picking something you're actually interested in completing. Posting your references will halp people understand your target as well. Cheers
There is MD3 export but it doesn't support materials so you can only use it for playermodels that define their materials in the .skin file. MD5 support is really good but I guess that's not supported by your target engine?
Hey , I can animate and rig in 3ds Max. Here's a link to my animation reel... ***Rt. Click , Save Target as on the link below(9 mb Download)*** www.quietmen.net/sample.mov Email:arjun@quietmen.net
[ QUOTE ] lol everybody run, he speaks like a nerdrobot objective: to take the piss, for fex sake TARGET AQUIRED KILL KILL KILL ALL MALE GENDERS OF THE HUMAN RACE [/ QUOTE ] :P
If youa re using max, and Editpoly, you can delete edge loops and rings and leave UVs intact. If you check the 'Preserve UVs' tickbox, then you can move and target weld verts.