Tamara, I never really met you in person, but from the couple your photos I've seen, I agree - she looks like you =) Maybe its because we're always drawing ourselves by default? :D Good work as always!
the pinching that occurs there is just because of the default smooth. instead of holding shift to smooth.. hold shift, click, then let go of shift and as you brush over it, the problem should go away. it moves the points around the pole away from it instead of toward it.
When rendering out image sequences in UDK, I like to use a free program called VirtualDub to compile them to .avi Just make sure that you change the framerate to whatever you rendered out to, as the program defaults to 10fps with image sequences.
Like Cyrid said, have you tried subdividing your object? I have this exact problem using the default cube scene that comes with zbrush if I take it down to the lowest subdivision level, but it goes away as I step up in subdivisions.
actually i knew it few days ago in developer hub there, cause they asking not to use custom particle or animation, they think default is nice and custom is not... well anything as long as can make this baby out to world :P mah face right now
That is very weird. I know you can propagate the paint of a duplicate to the original mesh so it applies on all of them, but thats on a button and shouldn't happen by default. Can you show a video of it? I have never experienced anything like that :D
You can also help reduce the load on the engine by lowering the number of bones that affect a given vertex. I think it's 3 bones per vertex by default, but you can set it to 2 or maybe 1 if your models are low poly enough.
At version 0.2 now. Latest version honors Gamma spinner's initial value (previously, you had to change the value or it defaulted to2.2 even if the spinner said anything else). Full changelog at http://wallworm.com/projects/utilities/sky_writer/resources/changelog.html
Probably too late, but anyways: I had the same problem - the trick for me was, to give the mesh the default Lambert! (Before that I used a material that had a texture map on both the Color and Transparacy channels) Hope I could still help anyone ;)
It's the default material in UnrealEd. I'm pretty sure it's the model that is looking bad, since it was showing signs of bad polygon placement before, and still is subtly in Max. Apparently what I'm trying to make is a groin vault: http://en.wikipedia.org/wiki/Groin_vault#Comparison_with_other_vault_designs