Leaving it all in the 0-1 range used to cause shading issues in UDK3, don't know about UDK4, but mirrored UV's outside the 0-1 range seems safer, (atleast on the new engines). I tend to leave everything in the 0-1 range unless I come across an issue with baking or exporting to engine.
[ QUOTE ] I get this a lot yeah, I don't know whats up because I'm usually on level 0, but I found going to level 0 on *every object in the scene lets it work.. kind of annoying though I'd love to hear a proper solution [/ QUOTE ] try hiding all the objects that are not level 0
Make sure you're all on x:0 y:0 z:0 in max/maya before you export. Unrealed can be a real bitch if you aren't super careful with the grid. Also sometimes if you right click there's the option to 'snap to grid'. I'm not sure why this appears for some meshes/brushes and not others, though.
Adobe Illustrator, Saved as SVG 1.0, Type (chosen in save as dialogue) : SVG https://www.dropbox.com/s/fz2ky50wa3ofk7l/AdobeIllustrator_danger_high_voltage_Illustrator_Save_As_Type_SVG.svg?dl=0 Adobe Illustrator, Saved as SVG 1.0, Type (chosen in save as dialogue) : Convert to outline…
I'm having the same problem. Weird. Here's a script that can help you out in the meantime. Select any number of objects and it will set the Y location of the pivot points to 0. { string $sel[] = `ls -sl`; for ($obj in $sel) { select $obj; float $pivotLocation[] = `xform -q -ws -piv`; xform -ws -piv $pivotLocation[0] 0…
hey guys, I know it wasn't ror's intention to hijack the thread, but I feel its gone a little off on a tangent here, I made a thread in general discussion where you guys can share your thoughts and experiences and ask questions and so on http://boards.polycount.net/showflat.php?Cat=0&Number=53569&an=0&page=0#53569
Instead of writing a new OSL node, you can also use the UVW channel OSL node with channel 0 to fetch the vertex colors, and then split that with a Components node into the R/G/B. Viewport preview is messed up for the OSL node's channel 0 for some reason though IIRC, but if you use channel 2 for the vertex colors then they…
ah i forgot to include the files This is my normal maps. here is my fbx files : 1. https://www.dropbox.com/s/nvl5s7p06a0rkdr/CircleDesk_Cage.fbx?dl=0 (Cage Files) 2. https://www.dropbox.com/s/ezwcizkqv9piak1/CircleDesk_HP.fbx?dl=0 (HighPoly Files) 3. https://www.dropbox.com/s/efn7yq7ny2ho94m/CircleDesk_LP.fbx?dl=0 (LowPoly…
I found that one internet one day : LINK But i do not remember where... And if someone want to do that in one click in Maya he can use this command : global proc SAMA_RegularTwistedCylinder () { string $sl[] = `ls -sl -l`; polyPoke -ws 1 -tx 0 -ty 0 -tz 0 -ch 1 $sl; delete $sl; }
In the Archives section of the forum, there is an old thread about handheld console specs, that should give a pretty good idea of a place to start. http://boards.polycount.net/showflat.php?Cat=0&Number=87756&an=0&page=0#Post87756 Hawken used to have images showing the screen res of each console as well, but I guess they're…