The blue is bleeding into the lighting from the UDK default material that everything is currently on, as well... you don't have any materials on this so... you're gonna get strange blue in your lighting.
Also man, and i hate to keep stressing this.. smoothing groups! Try to think about your specular maps as well, as right now the props look like it's max default spec.
@Obscura I haven't played with the lighting in my scene yet. It's just a default daylight while I block out my entire scene. But yes I can see the differences.
after you Bevel, in the channels box there is a "Smoothing Angle", default is 30 degrees, you can turn this up to smooth the normals of the bevel if you have only a couple bevel segments.
Weird, maybe your normal map wasn't set to normal map in the inspector, it doesn't do that by default. Don't forget to put a reflection probe in your scene if you haven't already
Hello everyone, I have some images for the default skin characters in the game. These models and textures were done by Wendy de Boer AKA DemonPrincess. Enjoy! Pure diffuse of course.
Yeah, I discovered that yesterday. I think they should have found a way to make that the default setting and somehow oriented the art towards that configuration, because otherwise it could cause confusion.
Ironbearxl: Try turning up the subdivs on the lights and materials. Default should be 8. I would try 32 when testing and then turn it up to 64 or 128 for your final render.
Huh, sounds quite cool. But yes, straightening islands is definitely important — It's pretty tedious to use the default straighten edge on every loop of an island. I'll be keeping an eye out for sure.
The solution to the bug related to the 5.2 upgrade is to select the projection color node in each example graph and reset all of the parameters to the default value. You can then reassign each parameter as needed.