This is what I found so far: -Normals get lost upon export: http://forums.cgsociety.org/showthread.php?t=398692 -Possible script: http://forums.cgsociety.org/showthread.php?t=875136 -Old solution of manual edit: http://forums.cgsociety.org/showthread.php?t=619291 -In-Depth discussion:…
Read this: http://www.polycount.com/forum/showthread.php?t=39516 and these other helpful links: http://wiki.polycount.com/wiki/Portfolio Wix is notorious for being a generally crappy website for portfolios. Scrap it. Go with art station or the like. Your portfolio is too busy. HR, Art Leads, and most people in general want…
FUCK YEAH!!!!!! Here is what I think is up: AmbientSoundMovable doesn't work over network/lan. The cue you made from the audio file should contain an Attenuation node for falloff. So, no need to place the sound in the level, it's pulled from the UPK. What this does is whoever gets to the switch first (press "E" for use),…
Thanks! Here is another small update. Made a few layout changes to make it similar to this: http://farm3.static.flickr.com/2604/3986446793_c8afa3e764_o.jpg Once there is vegetation, it should bring the beauty out!
Yeah nice! Thats more like it! Some minor things to nag about. The Flashhider/Adapter. That thing should be really massive. See this Pic: [IMG)http://www.mycity-military.com/imgs2/39050_141436414_f3d8513cb57010e2a4489b6ef58070af896a7888_big[1].jpg[/IMG] Some more things: and one more thing: the dials on the scope arent…
Ok so i figured it out, well a way around it anyway. When i imported the heightmap into UE4 i simply increased the Z scale to 390 instead of 100 and that seems to have done the job. Thanks for the advice guys.
Hey everyone! We've had reports that some people are unable to run Knald correctly with the 397.31 & 397.64 NVIDIA drivers due to OpenCL issues with the drivers. If you've been affected, please install the 391.35 drivers which should resolve the issue until NVIDIA can release a fix.
konstruct: thanks! :D pior: woah, THE pior replied in my thread? haha cheers :) roosterMAP: thanks!! and yeah... texture time, ohhh boy Raider: a/s/l? EarthQuake: yeah, curse those errors! *shakes fist* I'll tidy up the main ones, using xnormal so the best way for me is to just bevel the edges and keep the normals…