i'll tell you when i get my new computer.
Printable View
i'll tell you when i get my new computer.
http://udn.epicgames.com/Three/Video...%20Using%20UDK
177 Video Tutorials brought to you by 3D Buzz. I love those guys.
Holy fucking shit I'm gonna post that in the tutorial resource k?
Adding to the research thread as I have only just got back into UDK dev ,so for anyone who doesnt know, change the LOD groups for the textures in the ini file so they are double their normal value , otherwise they look completely shit when they go ingame , because UDK will cut their res in half by default.
just a small piece of information or people using normalbakes off highpoly meshes.
since all that shit is sensitive to smoothinggroups, it's important to know that unreal doesnt support more than 1 smoothinggroup per poly.
for example, you can apply SG1 to a poly, and SG2 to another, but not SG1 AND SG2 to one poly.
also unreal doesnt support mirroring of normals except horizontally, and the seam must be perfectly straight. so basically, uv your shit using the 3/4 rule or fix the seams accordingly.
just something else to add
p sure unreals method of smoothing is simply to separate the verts by smoothing group, and give each group of faces within the separated verts a single smoothing group or whatever. basically, that makes it impossible to have more than one smoothing group per face. (thats why if you import a static mesh with multiple smoothing groups, the static mesh will have more verts than it did in max)
I never really understand smoothing groups -- in Maya it's simple -- is the edge a hard edge, or is it a soft edge.
does the exact same thing. it's just a different method of applying the effect.
most up to date exporters/importers also convert smoothing groups to hard edges and backwards when working between max and maya.