Have a bit of a problem with decals at the moment. Projecting a decal onto some geometry with a Material using Opacity mask. It seems that the decal is only interacting with the geometry only, is there anything I can do to have the decal only show up on the visible portion of the material and ignore the invisible portion?…
Epic Games released the latest version of UDK for December 2011 a few weeks ago. The December 2011 beta includes a new texture paint system which allows you to paint textures on static meshes interactively in the level viewport, a landscape LOD system and a few improvements to it's existing features. For the full list of…
Hey guys. Thanks for the kind words! Redid the vegitation to make it more interactive! They also fall down if you explode the ground under them! Sorry for the poor quality gif of tree jumping, we couldnt get the gif to video 100% :( , should get the idea across though! :D PEACE!
Is this just for a generic tree? Or will this be a object the player can interact with? For generic trees I would recommend you using tilable textures and no unique normals. It saves texture space and you dont need to create new normals for every tree. Seams could be hidden by some placed stones or grass bushes :) .
The error message is enormous but begins with: System.InvalidCastException: Specified cast is not valid. I tried to take a screenshot of it but can't for some reason, nor can interact with the message in any way. I have to restart for it to end. I'm on a photoshop CC subscription, I have windows 10, and a GTX 980 graphics…
Then do what that guy is doing and not what your doing. Unless your trying to use the Insert edge loop tool to do a split? Use the Split polygon tool or Interactive Split polygon tool ALSO that guy can use the Tool BECAUSE hes working With QUADS NOOOOT a Big ngon
i do distinctly remember hl2 popularizing the idea that you can improve a cutscene by letting the player run around bored inside a contained area during it, throwing notebooks and boxes around like a chimp because it is the only method of interaction available. of course this has now become an fps standard
Why not render out particles in chunks and then combine them in post? If they're not wind/environment interactive, with collision and such, it will save alot of time in to render a couple of sets of them, and process them in post. You could even use mutiple layers of the same smoke to save time by rotating and positioning…
YES! You're back! Life has meaning again :D Amazing update man, awesome to see you use many of the newer UDK features :) Honestly this is just looking too incredible man, I'd pay to download this :P Like an interactive piece of UDK art :D Keep it up!
Cool, definitely getting a Homeworld 2 vibe from it. Would love to see wires. Not a huge fan of the hole on the right of the ship - I'm assuming it's some sort of hangar? It looks kind of slapped on, and not in a good way. Also it seems like the armor (?) paneling on the ship will interfere with takeoff/landing from that…