Was anyone on your team using a newer build of UDK? That's what this seems like to me.... Here's some things to try: -Try temporarily moving all your packages out of the entire UDK tree and see if you can load the maps then. (it'll spit out missing asset warnings like crazy, but youre just testing to see if its a upk or a…
I am trying to wrap up the loose ends in various tools in Wall Worm. Almost all of these functions that are left to finish involve UVW... and are stalled due to my own poor math skills. One dilemma is that I do not know how to create UVW coordinates that correctly account for a texture's individual coordinates…
site looks good. the scenes look very sterile. The textures look very flat and it looks like your GI is just washing out whatever bump you have on anything. If you have bump on the stuff... It' difficult to get a true sense of scale with anything in the scenes... I can kinda tell how big things are supposed to be by…
This piqued my interest so I hacked a macroscript I'd cobbled together a while back for turning sprites into 3d objects (it's a hack squared) It appears to work - it's not fully automated or clever but I actually got some decent results out of it bad things : It starts from a very inefficient mesh (quad per pixel) and…
Quick post mostly for myself to come back to. I haven't done a heck of a lot in the last week. Layered in some more sparse hair for a chunk of the long hair but I wanted to get everything in to Unreal and test out some materials. On the recommendation of a friend, I pulled the eyes from the Digital Humans project and used…
Hi everyone! I'm creating an asset for a personal project. I'm relatively new to environmental modeling. Still trying to understand how texturing workflow goes. I if you have any suggestion as to how to format the Maya file/UVmapfile for better critiquing image-format for Polycount, please tell me! I'm in dire need of some…
Hi. :'( I'm baking a Texture Image for my 3D Model, but I'm having issues with jagged edges. Some parts on of the image has Jagged edges. The edges shows when I apply the Image to the mesh in UVMapperPro, which means it will show up when I put this object in my game. I seem to be having the same issue mentioned here when…
Okay...for me I kind prefer modeling in Maya to sculpting cause I have more control over vertices,edge loop,where I put edges e.t.c.So if I finished modeling a low poly model with the right topology and low poly accesories,then uvmapped.All I need to do is just import it into the app and paint my normal maps.This is way…
This isnt good. When I said uv splits where the smoothing splits, I meant place uv splits along every smoothing splits.So in this case of the plank, you need all your faces separately on your uvmap.I hope I say it understandable.