Here it is: I basically get 2 different textures as opposed to the first one only. Tried it with a simplified texture, this one: Not sure if I misunderstood something, but I also tried on the default UDK sprite textures, but same problemo.
Updates! Got it baked down, it's sitting somewhere in the high 6k range last I looked. Some texture work, metal is still in progress, currently using default Substance aluminum and steel. Pattern for grip was made in Designer.
The default exporter already supports edited vertex normals :) Amazing work btw ruan, I've been following the progress for the last few days on crydev, I'm eager to get my hands on a finalized build. Keep it up!
Are you sure what you are seeing isn't the back of the polygons? In more recent versions of Maya, the default display for the inside of mesh volumes is to render black. Try going under the Shading viewport menu and enabling Backface Culling.
Maya is definately the way to go if you already use it as a default modeling package. The less 3rd party software you have to worry about the faster your workflow will become. I personally enjoy just retopoing in Zbrush.
Awesome, thanks for the quick fix. Default was 128. 512 was sufficient for me to get clean results, but holy hell the render times went through the roof. Starting to wish I bought an i7 when I built this rig.
You'll probably need to bake the channels to get the result you want. 'Curves>Bake Channel' in the graph editor. By default it will create a key every frame, or you can tick on 'Sparse curve bake' to get an optimized curve.
Makkon> I am not familiar with speedtree. But if you want polygonal objects to face the camera you can use Aim constraint to get that effect. If your doing it with particles and the render type "Sprite" then they should be camera facing by default.
Honestly tried the trial, I used the default textures. Couldn't get a seamless texture, I dont know if was doing something wrong. I just dragged the box over a area and it had alot of seams that are so apparent.