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		<title>Epic Games Forums - Modeling and Skinning</title>
		<link>http://forums.epicgames.com/</link>
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		<language>en</language>
		<lastBuildDate>Tue, 21 May 2013 07:30:17 GMT</lastBuildDate>
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			<title>Epic Games Forums - Modeling and Skinning</title>
			<link>http://forums.epicgames.com/</link>
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		<item>
			<title>Laser/beam Texturing (creation, material) etc</title>
			<link>http://forums.epicgames.com/threads/963367-Laser-beam-Texturing-(creation-material)-etc?goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:50:10 GMT</pubDate>
			<description>Currently we are working on a project involving using laser beams that reflect and split etc etc. 
 
The current beam particle for lack of a better...</description>
			<content:encoded><![CDATA[<div>Currently we are working on a project involving using laser beams that reflect and split etc etc.<br />
<br />
The current beam particle for lack of a better term is crap. So I am looking to make a new one.<br />
<br />
I have a general idea of what to do within cascade. However, my issue lies within the creation of a laser beam texture. <br />
<br />
I have googled and have not been able to find a tutorial specifically for a beam texture. <br />
<br />
Im looking for some help, any tips, links or such would be of great help. Is it possible to just use some lame black/white gradiant? What size should the canvas be? Obviously it has to be a power of two. What can I use as a noise texture? Would  I convert that noise texture to a normal map and use that in the material editor?</div>

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			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>wonderwyrm</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963367-Laser-beam-Texturing-(creation-material)-etc</guid>
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		<item>
			<title>issues baking normals in blender</title>
			<link>http://forums.epicgames.com/threads/962677-issues-baking-normals-in-blender?goto=newpost</link>
			<pubDate>Tue, 14 May 2013 15:48:36 GMT</pubDate>
			<description><![CDATA[hi, as the title says I am having issues baking my high poly to low poly normal map. usually I just convert my diffuse textures but that doesn't get...]]></description>
			<content:encoded><![CDATA[<div>hi, as the title says I am having issues baking my high poly to low poly normal map. usually I just convert my diffuse textures but that doesn't get very good results so I figured I should really learn how to bake them.<br />
<br />
now to my problems, here is a pic.<br />
<a href="http://s1277.photobucket.com/user/smokey13A/media/bakenormalstest_zps88470803.jpg.html" target="_blank"><img src="http://i1277.photobucket.com/albums/y487/smokey13A/bakenormalstest_zps88470803.jpg" border="0" alt="" /></a><br />
<br />
my first problem is little brown dots as you can see in the pic. my second problem is the edges of a square mesh I tried, you see the low poly was just a square and on the high poly I bevelled the edges slightly and did some random sculpting, even though I managed to bake the normal map the edges I bevelled got really messed up so when I applied it to the low poly mesh it was terrible looking.<br />
<br />
anyone know the solution for either of these issues or what I am doing wrong?<br />
<br />
thanks:)</div>

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			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>smokey13</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962677-issues-baking-normals-in-blender</guid>
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		<item>
			<title>Static Mesh Imported from Blender Missing Polygons</title>
			<link>http://forums.epicgames.com/threads/962527-Static-Mesh-Imported-from-Blender-Missing-Polygons?goto=newpost</link>
			<pubDate>Mon, 13 May 2013 17:10:57 GMT</pubDate>
			<description><![CDATA[This summer I've decided to practice creating custom weapons for UDK.  I've built a basic gun model in Blender and have exported it to the .fbx...]]></description>
			<content:encoded><![CDATA[<div>This summer I've decided to practice creating custom weapons for UDK.  I've built a basic gun model in Blender and have exported it to the .fbx format.  However, whenever I import the model as a static mesh, polygons making up the butt of the rifle will end up not drawing.  What seems to be weird is that whichever polygons seem to be missing depends on the viewing angle of the model.<br />
<br />
Below are two pictures of the problem area modeled in Blender:<br />
<br />
<a href="http://fc07.deviantart.net/fs71/i/2013/133/4/e/blendergun1_by_la_bomba_frita-d6554ph.jpg" target="_blank">http://fc07.deviantart.net/fs71/i/20...ta-d6554ph.jpg</a><br />
<br />
<a href="http://fc00.deviantart.net/fs71/i/2013/133/8/6/blendergun2_by_la_bomba_frita-d6555dg.jpg" target="_blank">http://fc00.deviantart.net/fs71/i/20...ta-d6555dg.jpg</a><br />
<br />
And below are screenshots of the mesh imported into UDK as a static mesh:<br />
<br />
<a href="http://fc07.deviantart.net/fs70/i/2013/133/2/7/staticmeshmissingpolys1_by_la_bomba_frita-d6555yb.jpg" target="_blank">http://fc07.deviantart.net/fs70/i/20...ta-d6555yb.jpg</a><br />
<br />
<a href="http://fc07.deviantart.net/fs70/i/2013/133/2/5/staticmeshmissingpolys2_by_la_bomba_frita-d65560z.png" target="_blank">http://fc07.deviantart.net/fs70/i/20...ta-d65560z.png</a><br />
<br />
Does anyone have any ideas what might be causing the problem?  I'm new to 3D modeling, so I apologize if I'm leaving out important details.  Thank you for your time and your help.</div>

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			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>LaBombaFrita</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962527-Static-Mesh-Imported-from-Blender-Missing-Polygons</guid>
		</item>
		<item>
			<title>wondering if you can skin a cahrecter with more then one piece and tehn import to udk</title>
			<link>http://forums.epicgames.com/threads/962381-wondering-if-you-can-skin-a-cahrecter-with-more-then-one-piece-and-tehn-import-to-udk?goto=newpost</link>
			<pubDate>Sun, 12 May 2013 19:54:27 GMT</pubDate>
			<description>Hi there I was wondering if any one knows if you have to have a  mesh as one piece or separate like the picture (blue parts are separate and i need...</description>
			<content:encoded><![CDATA[<div>Hi there I was wondering if any one knows if you have to have a  mesh as one piece or separate like the picture (blue parts are separate and i need to rotate them forward and back[IMG]<a href="http://s150.photobucket.com/user/simpleinferno2/media/a179d7f0-9c7b-4d3f-9f7e-c1b2d2affb58.jpg.html" target="_blank"><img src="http://i150.photobucket.com/albums/s87/simpleinferno2/a179d7f0-9c7b-4d3f-9f7e-c1b2d2affb58.jpg" border="0" alt="" /></a>[/IMG]</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>Urbangh0st</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962381-wondering-if-you-can-skin-a-cahrecter-with-more-then-one-piece-and-tehn-import-to-udk</guid>
		</item>
		<item>
			<title>Please help me with importing models to UDK</title>
			<link>http://forums.epicgames.com/threads/962348-Please-help-me-with-importing-models-to-UDK?goto=newpost</link>
			<pubDate>Sun, 12 May 2013 15:40:17 GMT</pubDate>
			<description><![CDATA[I made a model in maya, and I can't import it into UDK with textures. I have done EVERYTHING to fix this, but I still can't do it. Please help me,...]]></description>
			<content:encoded><![CDATA[<div>I made a model in maya, and I can't import it into UDK with textures. I have done EVERYTHING to fix this, but I still can't do it. Please help me, thanks.</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>insane245</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962348-Please-help-me-with-importing-models-to-UDK</guid>
		</item>
		<item>
			<title>Blender Import</title>
			<link>http://forums.epicgames.com/threads/962120-Blender-Import?goto=newpost</link>
			<pubDate>Sat, 11 May 2013 04:57:31 GMT</pubDate>
			<description><![CDATA[Hello - Im following a tutorial written for 3ds, but am trying to do it in blender. Im stuck on the step: "Set a different Material ID to each...]]></description>
			<content:encoded><![CDATA[<div>Hello - Im following a tutorial written for 3ds, but am trying to do it in blender. Im stuck on the step: &quot;Set a different Material ID to each sphere, and then apply a Multi/Sub-material to both, with two different material subchannels.&quot; Does anyone know if its possible to do this in blender? <br />
<br />
My blender setup is here: <a href="https://docs.google.com/file/d/0B_uafjumOIM-TmgzdDh4bFJiWkE/edit?usp=sharing" target="_blank">https://docs.google.com/file/d/0B_ua...it?usp=sharing</a><br />
<br />
Also, the tutorial is here if anyone is interested: <a href="http://davenewson.com/tutorials/udk/planet-earth-material-shader-for-udk" target="_blank">http://davenewson.com/tutorials/udk/...shader-for-udk</a></div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>shackman</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962120-Blender-Import</guid>
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		<item>
			<title>plane mesh showing edge in transparancy</title>
			<link>http://forums.epicgames.com/threads/962077-plane-mesh-showing-edge-in-transparancy?goto=newpost</link>
			<pubDate>Fri, 10 May 2013 23:46:04 GMT</pubDate>
			<description><![CDATA[i'm not very good at asking, but i've pushed every button and every checkbox i can find... in my billboard grass, everything is fine, except the edge...]]></description>
			<content:encoded><![CDATA[<div>i'm not very good at asking, but i've pushed every button and every checkbox i can find... in my billboard grass, everything is fine, except the edge of the mesh is visable... like a wireframe going around the mesh... what is it that i missed...</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>northstar</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962077-plane-mesh-showing-edge-in-transparancy</guid>
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		<item>
			<title>Quick question about windows/glass</title>
			<link>http://forums.epicgames.com/threads/961949-Quick-question-about-windows-glass?goto=newpost</link>
			<pubDate>Fri, 10 May 2013 12:25:22 GMT</pubDate>
			<description><![CDATA[Hey guys~ I'm currently in the early stages of planning a new scene, going for a fairly generic indoor Sci-fi environment, making us of a lot of...]]></description>
			<content:encoded><![CDATA[<div>Hey guys~ I'm currently in the early stages of planning a new scene, going for a fairly generic indoor Sci-fi environment, making us of a lot of modular models/textures. I've never really done any environment that's had proper windows- I've made walls with windows before but always just used full reflection maps etc, rather than making true glass. <br />
<br />
So my question is- if I want to make an environment with proper, large, windows (clearly made of glass, transparent etc) how should I go about it? I know there are a few tutorials floating around about making the material but I mean more like.. how do you go about modelling/texturing these parts, do I leave space for them on my diffuse textures or do I detach any glass parts and give them their own texture space etc?<br />
<br />
Cheers!</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>WhiteHyena</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961949-Quick-question-about-windows-glass</guid>
		</item>
		<item>
			<title>Chain Link Fence</title>
			<link>http://forums.epicgames.com/threads/961929-Chain-Link-Fence?goto=newpost</link>
			<pubDate>Fri, 10 May 2013 09:02:38 GMT</pubDate>
			<description>Do they use chain link models in games or image planes? I never really noticed! Seems like way too many triangles just for a little section. I tried...</description>
			<content:encoded><![CDATA[<div>Do they use chain link models in games or image planes? I never really noticed! Seems like way too many triangles just for a little section. I tried a quick image plane of a chain link and didn't get the greatest results(would have been good for a background, that can't be reached.......anyone use them either way in their scene?......I may have to use a simpler structured model....</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>Whiteout</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961929-Chain-Link-Fence</guid>
		</item>
		<item>
			<title>Please help me with textures</title>
			<link>http://forums.epicgames.com/threads/961861-Please-help-me-with-textures?goto=newpost</link>
			<pubDate>Thu, 09 May 2013 22:32:54 GMT</pubDate>
			<description><![CDATA[I'm relatively new to Maya, but I know my way around UDK. I've been trying to import a static mesh for a while, but textures dont appear in UDK. Do I...]]></description>
			<content:encoded><![CDATA[<div>I'm relatively new to Maya, but I know my way around UDK. I've been trying to import a static mesh for a while, but textures dont appear in UDK. Do I need to create anything or fix something? my fbx version is newer than the UDK is. Thank you</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>insane245</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961861-Please-help-me-with-textures</guid>
		</item>
		<item>
			<title>Hey, can you share some static meshes for use in udk?</title>
			<link>http://forums.epicgames.com/threads/961705-Hey-can-you-share-some-static-meshes-for-use-in-udk?goto=newpost</link>
			<pubDate>Thu, 09 May 2013 02:41:16 GMT</pubDate>
			<description>Hey, 
 
Can you guys share some static meshes like a window that is ready for use in udk? Other than a window would be appreciated</description>
			<content:encoded><![CDATA[<div>Hey,<br />
<br />
Can you guys share some static meshes like a window that is ready for use in udk? Other than a window would be appreciated</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>Storm Trooper</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961705-Hey-can-you-share-some-static-meshes-for-use-in-udk</guid>
		</item>
		<item>
			<title>1-2 Tris buged upon import ?</title>
			<link>http://forums.epicgames.com/threads/961647-1-2-Tris-buged-upon-import?goto=newpost</link>
			<pubDate>Wed, 08 May 2013 21:00:37 GMT</pubDate>
			<description><![CDATA[*Here is the Setup: * 
Using latest blender exporting static mesh as .ase or even in the other formats doesn't change the problem and importing it...]]></description>
			<content:encoded><![CDATA[<div><b>Here is the Setup: </b><br />
Using latest blender exporting static mesh as .ase or even in the other formats doesn't change the problem and importing it into the latest UDK.<br />
<br />
<b>Problem Pic &amp; Description:</b><br />
The problem is upon import into UDK and putting a texture or wrapper on a model two tris that technically make up one face in blender two tris in the UDK tear from the wrapper/texture alignment and just seem to do there own thing. Sort of just generating there own coordinates or taking whatever image piece they want for display, even twisting it. Please read the rest before responding.<br />
Pics --&gt; <a href="http://imgur.com/a/r6M5j" target="_blank">http://imgur.com/a/r6M5j</a> Multiple Images All Same Issue<br />
<br />
<b>What we have done TSing Wise and our Current Resolution:</b><br />
Its not a very big problem and I can fix this by adding more faces, but I want to know why this is occurring and if there are better ways to resolve this. Adding more faces when trying to keep poly counts low is not a good solution.<br />
<br />
We have imported a ton of models this way no problems. But every now and then this shows up. The wrapper and seams do not seem to be part of the issue as we even tried not using a wrapper without seams and the exact same problem occurs. We exported/imported multiple times to make sure nothing corrupted during the process.<br />
<br />
Also we have tried flipping the faces inside out and back again - deleting the face and recreating/reconnecting it. I would think that if it was a problem with the dimensions of the face that all the other faces that are identical in size to this face would have the same problem.<br />
<br />
Does anyone have some knowledge that can provide?</div>

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			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>OSIAS</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961647-1-2-Tris-buged-upon-import</guid>
		</item>
		<item>
			<title>model material limit</title>
			<link>http://forums.epicgames.com/threads/961610-model-material-limit?goto=newpost</link>
			<pubDate>Wed, 08 May 2013 17:15:38 GMT</pubDate>
			<description>hi, just a quick question, how many materials can you have on one skeletal mesh? 
 
thanks:)</description>
			<content:encoded><![CDATA[<div>hi, just a quick question, how many materials can you have on one skeletal mesh?<br />
<br />
thanks:)</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>smokey13</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961610-model-material-limit</guid>
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			<title>Maya vehicle to UDK</title>
			<link>http://forums.epicgames.com/threads/961438-Maya-vehicle-to-UDK?goto=newpost</link>
			<pubDate>Tue, 07 May 2013 18:18:40 GMT</pubDate>
			<description>I am having an issue with maya to UDK with a vehicle. Whenever I export an FBX from Maya my wheels are not exporting with Z up, instead -Y is up. Is...</description>
			<content:encoded><![CDATA[<div>I am having an issue with maya to UDK with a vehicle. Whenever I export an FBX from Maya my wheels are not exporting with Z up, instead -Y is up. Is there any way to fix this within UDK or probably I am exporting it incorrectly from maya. I can adjust things so that the roll works, and the steering, but I know its just not working in the first place so I dont want to bandaid it.<br />
<br />
<a href="https://www.dropbox.com/s/wx2ha4cmz2k6t0e/wheel.JPG" target="_blank">https://www.dropbox.com/s/wx2ha4cmz2k6t0e/wheel.JPG</a><br />
<br />
thanks for any help!</div>

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			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>blarg</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961438-Maya-vehicle-to-UDK</guid>
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		<item>
			<title>feedback wanted (vehicle WIP)</title>
			<link>http://forums.epicgames.com/threads/961182-feedback-wanted-(vehicle-WIP)?goto=newpost</link>
			<pubDate>Mon, 06 May 2013 10:09:31 GMT</pubDate>
			<description>as the title says I want to get some feed back on my model before I star marking seems and unwrapping...ect. 
 
so this is the model. 
Image:...</description>
			<content:encoded><![CDATA[<div>as the title says I want to get some feed back on my model before I star marking seems and unwrapping...ect.<br />
<br />
so this is the model.<br />
<a href="http://s1277.photobucket.com/user/smokey13A/media/H1full_zps03ff6c8b.jpg.html" target="_blank"><img src="http://i1277.photobucket.com/albums/y487/smokey13A/H1full_zps03ff6c8b.jpg" border="0" alt="" /></a><br />
<br />
rear suspension.<br />
<a href="http://s1277.photobucket.com/user/smokey13A/media/H1rearsuspension_zps16d5e2ac.jpg.html" target="_blank"><img src="http://i1277.photobucket.com/albums/y487/smokey13A/H1rearsuspension_zps16d5e2ac.jpg" border="0" alt="" /></a><br />
<br />
front suspension.<br />
<a href="http://s1277.photobucket.com/user/smokey13A/media/H1front_zps68171fc4.jpg.html" target="_blank"><img src="http://i1277.photobucket.com/albums/y487/smokey13A/H1front_zps68171fc4.jpg" border="0" alt="" /></a><br />
<br />
<br />
any and all feedback would be helpful, so what do you think?<br />
<br />
thanks:)<br />
<br />
--EDIT--<br />
<br />
chosker suggested some reference images so here you go.<br />
<a href="http://forums.epicgames.com/attachment.php?attachmentid=11729&amp;d=1367843099"  title="Name:  4.jpg
Views: 1
Size:  59.0 KB">4.jpg</a><br />
<a href="http://forums.epicgames.com/attachment.php?attachmentid=11730&amp;d=1367843104"  title="Name:  dsc00035.jpg
Views: 1
Size:  99.3 KB">dsc00035.jpg</a><br />
<a href="http://forums.epicgames.com/attachment.php?attachmentid=11731&amp;d=1367843106"  title="Name:  hummer ride height.jpg
Views: 1
Size:  44.8 KB">hummer ride height.jpg</a><br />
<a href="http://forums.epicgames.com/attachment.php?attachmentid=11732&amp;d=1367843108"  title="Name:  Hummer_H1_Tuning_5945.jpg
Views: 1
Size:  69.4 KB">Hummer_H1_Tuning_5945.jpg</a></div>


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			<category domain="http://forums.epicgames.com/forums/377-Modeling-and-Skinning">Modeling and Skinning</category>
			<dc:creator>smokey13</dc:creator>
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