@ JohnnySix: the broken wires are a sampling issue, simply raise the "Samples per Pixels" found in "Renderer" panel, under "Sampling Quality", starting from min 1 / max 16 spanning to min 4 / max 256 for absolutely perfect wires. Beware: the higher the values the longer the render times. @ Kodde: I've been wondering the…
Thanks mate ;) I never rigged character before so will see how the hand bends. If needed I will add some loop as you suggested. The topology I have now is based on many meshes and tutorials I've seen on internet. The texture is 256^2 for the boarder. Not sure how much i need for the board but 128x64 will be fine I think.…
yea i remember that being an issue for people, but im pretty sure mine have been set at 1024 for while, regardless though, it still appears drab even when rendered, unless this setting affects it there too. damn itd be great if it were just some setting in maya and not just my underdeveloped skills *dream on* well holy…
Update from me all the pieces are in place time to start texturing i just started the floor. Can someone show me what their material looks like inside of UDK i have always had a hard time with material definition What size lightmap resolution is everyone using ? Im aroudn 128-256 for the walls and ceiling pieces but they…
Hey guys thanks for the help. Really good link Santewi thanks for sharing. I feel pretty dumb; noticed that my lightmap resolution was 32 so I cranked that sucker up to 256 and that did the trick, cleaned them right up. However, like blankslatejoe said the seems wont disappear entirely. Looks like I will have to hide them…
Concerning the MD2 issue, I think it might be because the MD2 format is (like the MD3 format) in limited space - any verts over a certain X or Y location will get looped back round to the other side, which results in a big mess. Try scaling your model down before exporting - make sure it's not bigger than 256 units in any…
Try to make your blocks fit into a power of two grid first. Most of the blocks I'm using are 256 units wide/tall, but I'm using a player height of 144 units (close to Gears of War's metrics, where the character's height it at 160 units). Default UT3 player height is 96 afaik, so blocks of 128x128 or 192x192 uu would fit…
All of those tablet laptops have intel graphics which are quite honestly terrible. Have a look at the HP Touchsmart t2mt After some upgrades it's a decent machine without being too expensive. Core 2 Duo 1.3GHz 4GB DDR3 ATI Radeon HD4550 (not the greatest but fairly beefy for a laptop) 500GB 7200RPM HDD Wacom digitizer…
These are my max settings. I'm pretty sure the image has to be square so it can load it into texture memory correctly. EX: 128^2, 256^2, 512^2, 1024^2. Load your images into photoshop and first change "canvas size" to be equal to the width/height. Then scale the image to 512 or 1024. I always round up because there is no…
Also i really dont see what you fail to understand about the 1080 thing, if you have a 256 texture thats rendered 2 feet tall on your huge tv, is it really going to look any better with twice the resolution, how about 4 times? No, its still a blurry ass texture, neither system has enough memory to really take advantage of…