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Quote:
Originally Posted by JordanW
Szark, your colors get a little desaturated in the game view due to it being tonemapped. This is something that is applied to the post process so that the highlights don't get banding and crappy colors as they get bright, the downside is colors get -slightly- less contrast. The positives of this tonemapping function far outweigh that negative though 
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Thanks for that, Jordan! Much appreciated! 
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, spline,
162 Posts,
Join Date Apr 2007,
Location Adelaide, Australia
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Blastradius: Everyone correct me if I'm wrong, but I think every time you export from your 3d package to unreal, you can only treat it as one solid object. At least that's how it is for me with Maya. Not sure about Max. I would just export each piece separately either way.
Slightlybored and ben: Thanks for the help. I've figured out how I'm gonna do the wireframes. Sometimes it seems that unreal does it good enough with a wireframe texture applied, and other times a maya screenshot is better. Depends on how close you are to the object. Kudos!
LOLOL
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, spline,
211 Posts,
Join Date Nov 2009,
Location Chicago, IL
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Thanks 3DRyan
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, polygon,
665 Posts,
Join Date Jan 2008,
Location chicago,il
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so heres my problem, i made this prop for our team game class, it looks fine in the mesh editor in udk under the dynamic lighting. as seen here
now when the lighting gets built it seems like it is inverting the lighting on half of the mesh, and it gives this horrid seam, it was a lot worse, ive tried several different lightmaps, light map resolutions, welding uvs on the main unwrap, so please help me

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, triangle,
252 Posts,
Join Date Sep 2008,
Location schaumburg, il
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created Vehicle Tutorials
on 01-11-2010 04:00 PM
Could anyone point me in the direction of some good Vehicle Rigging Tutorials for the UDK.
I found this one, do you think this old UT2004 tutorial would still work before I go down this road?
http://www.psyonix.com/ImportingVehiclesTutorial/
I would really like a tank rigging tutorial if you have seen one then please post the link.
Cheers, Claude
Last edited by littleclaude; 01-12-2010 at 11:51 AM..
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, polygon,
510 Posts,
Join Date Feb 2009,
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@ kite212:
Show us your normal UVs and your lightmap UVs, the chances are you are just mirroring the wrong way on your diffuse/normal/spec UVs.
Here's a little tutorial I made about mirroring UVs for normal mapped assets in Unreal. More info from UDN.
Also related here's a good tutorial on making efficient lightmap UVs, though with the introduction of Lightmass in UDK you don't need to pad the outer border anymore, just between the shells.
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, veteran polycounter,
2,520 Posts,
Join Date Feb 2009,
Location Hawaii
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Hello, I'm working on a bunch of objects and was wondering if I could get some insight on how textures vs whats on the screen is handled. Say if I had modeled a spoon and a box, however the box was on screen and the spoon wasn't, but they are sharing the same texture maps. Now my question is does this waste memory because it renders the whole say 512x512 map out at one time? BTW engine is UDK
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, spline,
196 Posts,
Join Date Oct 2009,
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Hey,guys! Does anyone have any idea about realtime reflection map baking?
Please...'cause I'm kinda stuck now...
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, dedicated polycounter,
1,412 Posts,
Join Date Jan 2008,
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sry,guys, my bad. this tutorial was precise and clear and rght under my nose.
http://www.hourences.com/book/tutori...eflections.htm
it works nice for cube maps to, just choose "New Render To Texture Cube"
and "SceneCaptureCubeMapActor". You'll know where if you'll follow the tutorial...
sorry again.
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, dedicated polycounter,
1,412 Posts,
Join Date Jan 2008,
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quick question i know that static mesh instancing causes increases preformance, but do material instances work the same way? or is it just more of a conveinance thing, i was wanting to make a material that can have its color changed via material insances ans was wondering if this was actualy cheaper on the engine than making a complete material for both
"to tell you the truth other places were way harsher and ones of maximum rudeness."
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, veteran polycounter,
2,606 Posts,
Join Date Jun 2005,
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Quote:
Originally Posted by Rhinokey
quick question i know that static mesh instancing causes increases preformance, but do material instances work the same way? or is it just more of a conveinance thing, i was wanting to make a material that can have its color changed via material insances ans was wondering if this was actualy cheaper on the engine than making a complete material for both
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Yes, Instancing is a lot cheaper than making a new material. You're not going to be loading each different color into memory, only the original 
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, polycounter,
920 Posts,
Join Date Jun 2009,
Location PA
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Rhinokey, yeah, material instances save a lot of resources.
Here's a qoute from udn
Quote:
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Originally Posted by udn;
In Unreal Engine 3, material instancing may be used to change the appearance of a material without incurring an expensive recompilation of the material.
General modification of the material cannot be supported without recompilation, so the instances are limited to changing the values of predefined material parameters.
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, dedicated polycounter,
1,412 Posts,
Join Date Jan 2008,
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Can anyone tell me is there anyway to find out the units for a mesh inside UE3?
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, polygon,
665 Posts,
Join Date Jan 2008,
Location chicago,il
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Quote:
Originally Posted by OBlastradiusO
Can anyone tell me is there anyway to find out the units for a mesh inside UE3?
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I can't open the editor right now but I believe it tells you sizes in the static mesh editor. If not, just drop it in the level quick and measure it :P
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, polycounter,
920 Posts,
Join Date Jun 2009,
Location PA
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hey ben thanks for the reply, i was looking at your thread earlier trying to help someone with a similar problem, im going to mess with it more either tonight or tomorrow, and i will post back >_<
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, triangle,
252 Posts,
Join Date Sep 2008,
Location schaumburg, il
, line,
73 Posts,
Join Date May 2008,
Location San Francisco, CA
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It's because it's set to mask, not transparent.
Lamont G.- Environment Artist - UbiSoft Osaka
CGBYLG.com
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, card carrying polycounter,
2,272 Posts,
Join Date Dec 2008,
Location Japan
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In UnrealScript how on earth do i power angular velocity, no matter what function i try, i cant get my shells to spin any faster than a wimpy twirl :/
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, triangle,
355 Posts,
Join Date Nov 2006,
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I got the crashing part of the decals figured out but now for some reason I cant get the green slime decal to project on my mesh, but it will project on the game's default wall. Need some advice.

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, polygon,
665 Posts,
Join Date Jan 2008,
Location chicago,il
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@ OBlastradiusO:
Double check your static mesh to make sure it's Accepts Static Decals setting is checked on.
Select you mesh in the level hit F4 to bring up it's properties.
Open the StaticMeshActor tab, then open the Rendering tab under that, Accepts Static Decals should be right there.
The DecalActor itself also has a Project On Static Mesh setting which probably needs to be on as well.
Bring up the DecalActor's properties the setting is under DecalActorBase -> DecalFilter.
Hopefully that helps, admittedly I haven't had much experience with decals so I might not know what I'm talking about here...
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, veteran polycounter,
2,520 Posts,
Join Date Feb 2009,
Location Hawaii
, line,
73 Posts,
Join Date May 2008,
Location San Francisco, CA
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This is what Lamont meant:
As more of a general note white in your normal map is a bad idea. You should fill all the empty space with the flat normal color: R 128 (or 127), G 128 (or 127), B 255.
Last edited by Ben Apuna; 01-14-2010 at 03:42 AM..
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, veteran polycounter,
2,520 Posts,
Join Date Feb 2009,
Location Hawaii
|
Could anyone point me in the direction of "soft body physics" for the UDK. I can work well with both solid and rigid body physics in Maya, but I cant seem to find the UDK documentation regarding this.
Thanks
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, vertex,
28 Posts,
Join Date Nov 2009,
Location Canada
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softbody tuts
http://www.hourences.com/book/tutorialsue3softphys.htm
hmm, i was going to also link to the UDN UDK video section but it seems like its down....or pulled. good thing i downloaded them all beforehand.
Serozh Sarkisyan
Environment Artist
Infinity Ward
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, dedicated polycounter,
1,305 Posts,
Join Date Sep 2008,
Location Los Angeles
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Answering my own question here but just encase anyone else want to know about vehicle rigging, I found this so here you go, I shall post up my results soon.
http://udn.epicgames.com/Three/SettingUpVehicles.html
Quote:
Originally Posted by littleclaude
Could anyone point me in the direction of some good Vehicle Rigging Tutorials for the UDK.
I found this one, do you think this old UT2004 tutorial would still work before I go down this road?
http://www.psyonix.com/ImportingVehiclesTutorial/
I would really like a tank rigging tutorial if you have seen one then please post the link.
Cheers, Claude
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, polygon,
510 Posts,
Join Date Feb 2009,
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