The particles aren't placed based on the detail map. They're positioned using a separate mesh that spawns particles at each vertice of the particle mesh. There is a way to import those currently with the in game importer for weapons with particles but you still can't import your own particle effects.
It sounds like the vertex numbers are changing when you paint, but on reimport its just getting the positional and color data for those same vertices rather than updating the entire mesh data. Is the vertex paint modifier the very last one in your stack in max?
Unfortunately that doesn't quite operate the same as Maya or Max. Im looking for multiple vertices to stay constained to their edgedirection while scaling a line or other feature. I hope I'm missing something as it seems like a rather large feature that both Maya and Max have.
Another question: I can't seem to Undo in Geometry Mode. I moved around some vertices and extruded some stuff, but decided that it wasn't the best approach, so I want to undo. But.. it does not Undo anything of the modeling I have done. Any thoughts?
This weekend I fixed a lot of bugs and also finally got all art switched to pure top down view. Next is getting a vertical slice going with all 5 floors working correctly and a mockup "end scene" when reaching the exit on the 5th floor.
Theres a bug in the current version of Unreal that cause vertices that are on the very edge pixel of the UV space to get clamped to the opposite side of the window, resulting in what looks like a garbled mess. Try giving your UVs some padding around the edge and see if that helps
Oh yeah, I forgot about Maya's tools, hah. If you select the border edges and use Mesh > Average Vertices you can get a similar result as Max's relax. I think ZBrush's Group Loops still gives a better result and with no tweaking.
It never really struck me as a bad thing, personally. I think it's a cool exercise and setting deadlines can be very motivational. Granted, the time line is a bit crunched but it's an exercise, if nothing else. But yes, pushing the artwork vertically as opposed to horizontally is always a good idea.
It could also be that there aren't enough vertices / lines on the base mesh so that it's stretching the normal map info across too much a distance? Like the problem with cylindrical shapes? Have you tried making a quick test cutting a line down the door and see the result?
What's the price range for a display like that? I've been looking for a solution for a single display that can match my 3 monitor setup. Basically 1 vertical and 2 horizontal monitors that form a huge square display. IPS? The viewing angles are quite poor in the specs.