http://www.unrealengine.com/news/epic_games_releases_july_2012_unreal_development_kit_beta/ http://udn.epicgames.com/Three/XNormalWorkflow.html UDK finally has synced normals. Nothing else too exciting, there is some bug fixes I'm sure some people will be happy about.
Im trying to pelt map by selecting faces and then pelt mapping and then reselecting another group of polys and then pelting again, A method that worked fine in 2011, but now its frustrating me to no end. The polys stay selected no matter where I click! and I cant progress! help!
Well I have a question about textures. What uses more memory, having 4 separate 512 x 512 textures used in game or one 1024 x 1024 texture? A similar scenerio I'm wondering about is what is more efficient, to use 8 256 x 256 textures and one 512 x 512 or just three 512 x 512 textures. I thought using fewer larger textures…
When I load a image into my materials in max and display them in the UVW editor background they seem too small. So the other day I was working with two different images. One was 512 x 512 and the other is 512 x 32. The 512 x 32 displays at double or triple the size - which is what I want my 512 x 512 to show up as. I'm at…
It happens from time to time (Max 2012 is not stable at all), the only solution in my case a fresh install with all the patches after it. Your mileage my vary.
Hey guys/girls, just wanted to throw this out there to see if anyone would be up for another meetup sometime before the new year. Its always been a great time so lets do it up again! Adam, Slipsius i know you guys gotta be down!?
The front window is also more rounded on its corners in the concept than you have it in the model currently, the cherry is larger as is its stem, and the cone is a lot less tapered at the bottom as well. Also, I'm thinking Vitor is right with the test being similar to current next-gen racing game specs. Also let us know if…
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