I forgot. I can see you have those loops 90 degrees perpendicular to the surface, so what you can do is go to polygon subobject mode and use 'by angle' selection. Play with selection degrees, maybe 45 (default) will be alright, can't see whole model. Cheers!
I'm having issues with the shelf system where it refuses to let me remove shelves in the settings menu. I can add shelves, but once added, they can't be removed. Also, it won't let me change which shelf is the default anytime accept when creating a new one from that menu.
Ok. Finally came out of the basement, it was so dark in there that I have changed the head item quite a bit. Gigantic default pooped collar of lion was badly intersecting with previous design :/ Anyway, because I am such a noob in terms of 2d I have sent you package with everything exported :)
afaik, UDK itself has a height-scaling value in the terrain-node, which is set to something like 32 or so by default (haven't done anything with terrain in UDK for years, so not sure) if you find that value,maybe it's the same you have to put into world-machine to get the scaling right?
Alright I don't much knowledge about Max but this should work. Make a fresh copy of your weapon in its default position and freeze xform or whatevver you call it. Skin all the parts of the weapon to joints. Simply parent constrain the joints to the animated meshes. Bake the animation on the joints then export.
Yes I have always thought about adding more small objects and clutter. It'd be an improvement I think. Perhaps I'll repeat some of the robot parts. Yes I noticed that. At the moment it's on the default setting. I think I'll try turning it down rather than completely off.
Yeah I cracked open UDK because it didn't seem right there was no way to control it, by default the sine wave acts like it has a time node plugged into the right socket, but if you make an actual time node then like imbue says you can just add to it before you feed it in.
The biggest issue with this is that its a 5k poly vegetation asset that's going to be placed ALOT. It seems unnecessarily high poly. It does look nice, but still, it seems way to expensive. If you extract some of the default vegetational assets from CryEngine 3, they still look very good and are much much less.
-went back to default shader for now -cleaned up the edges on the breech It looks better, but I see a few small flaws. Do you think the breach mesh is good enough to move on from? I'm going to start the grip next (unless everyone sees obvious crucial flaws in the above)
It's standard issue with Shadow Maps. In case you wonder. You CAN'T fix it. "Fixing" it will cause problems in other areas. Your best bet is to stick to default Crytek settings and do not mess with them (with exception of shadow resolution). You can also play with Shadow Cascades inside ToD Editor.