I'm pretty sure its the Gama/LUT because they turned that on by default one or two versions ago and it tripped everyone up. But you should also make sure that your Global Ambient Light is set to black, or near black. (Press 8 and check the "Ambient" color)
Your ray distance is too high, causing geometry to project onto other parts. A cage will definitely prevent the problem you have here if it is set up properly. It overrides any automatic or default ray distances and only projects as far out as the cage mesh goes.
Yeah, I mean, I've been playing way too much Dota and I can't tell where the custom part starts and the default one ends. Silhouette is incredibly important and right now silhouette wise she looks the same as if she was naked. Hope that helps ^^
might making a sallet give some trouble as the agatha knights already got one and the masons are kind of inspired by ottoman/middle eastern soldiers? I mean, your sallet looks way better than the default one (which looks like it's made of plastic), but still...
That looks like a totally different UV layout. Try checking the channel of your Unwrap. I've heard of some of the newer versions of max defaulting to channel 2 or 3 for no reason. Could be you're unwrapping on a higher channel then exporting channel 1 for the bake... that's just a guess though.
Ok thanks. Its Zbrush obj exporter which creates smooth normals by default. I tried exporting with fbx without smoothing normals and it worked. However, I also noticed that even with smooth normals fbx mesh looks much better than obj mesh.
Was this problem ever fixed? I am running a test on the April build of UDK right now and getting the same issue. Very simple room, One omni light and the default gun. Lightmass never complete building. Should I just go back to the March build?
If you shift+left click on the Dyamic button to the right of Draw Size, it will toggle Dynamic Brush on and off. I believe there's a way to save this as default (saving it as a Custom UI, I think?), but am unsure how to do it at this time. Will update if I find anything. Hope that helps!
d1ver: have you tried changing the viewport rotation axis to Y? You can find the button for that on the right side between the viewport and the tool palettes. It's set to XYZ by default, but Y makes it behave more like Maya/Max which is maybe what you're looking for.
That's unfortunate. I can't remember what it's called, but I think there is a way to control camera animation in the post process chain. I remember doing it for a cinematic because the default had this annoying subtle bob/move. I'll let you know what it is tonight, no udk here.