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[Solved]Visible seams on imported skeletal meshs.

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  • replied
    It's illegal to rip content from shipped games, in your case above you just wanted to test UV Seams, however, its never okay to do so.

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  • replied
    ... Edited to remove possible illegal content.

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  • replied
    Originally posted by Matheus Martino View Post
    So I desided to copy some characters used in commercial games and see how they look inside UDK, I imported characters from Alice Madness Returns and Mass Effect 3 (both games use UE3)...
    How did you (copy and) import the characters? Do you use any third party tools (to export to 3ds Max) because I think the game .upk files cannot be read directly by the UDK Content Browser.

    Thanks for sharing your discoveries.

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  • replied
    Good to know man, thanks.

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  • replied
    It was fixed by changing the compression setting of the normal map texture to TC_NormalMap and unchecking the checkbox SRGB, both on the texture settings.

    Also I conected the alpha output of the normal map to the Specular imput of the material.

    My katana scabbard is looking as it should be!

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  • [Solved]Visible seams on imported skeletal meshs.

    It is already some time that i'm using UDK as a hobby but only now i'm trying to create my first character from scratch.

    I was modeling a sword and scabbard when I noticed that the textures in 3DS Max looks good, but when imported to UDK I can see the edges of the texture wraping, this happens even if I disable the specular light in the materials.

    Here is the scabbard I was modeling, notice how the tip of it has visible seams:



    Anyone know what coud be causing it and how to use that model in game without that edges becoming visible?

    Thanks.
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