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Anyone here good with Blender AND UDK?

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    Anyone here good with Blender AND UDK?

    So I modeled and textured a power transformer and it looks fine in Unity and whatnot. I'm new to texturing, having others do it for me for their projects, and decided to learn. I did a couple models and ran into a similar problem as the one i will describe. It wasn't so noticeable so I decided I could ignore it. This time I feel it is too noticeable and I would like to know how to remedy it. Some sort of lighting problem or lightmapping problem. It seems like there is places that are really dark for no reason. Pics below:

    http://imgur.com/Fcjgefu,hLh0lVH#0
    http://imgur.com/Fcjgefu,hLh0lVH#1

    #2
    Might be a smoothing error. Does this issue also exist with no baked lighting? What does the model look like in the static mesh editor?

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      #3
      Its not smoothing. I tried both smooth and flat shading and the result was the same. The model is fine in realtime, its after baking that it happens.

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        #4
        I haven't gotten much that I have made in Blender into UDK yet, but I do know that Blender -> UDK models require two separate UVs. The first one is for the material you apply in UDK, while the second one is for Lightmass to use for an accurate lightmap.

        This may not be the problem, but you'll need to double-check and make sure you have this covered. I haven't used Unity, but from what I've read, it sounds like it doesn't require it while UDK does.

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          #5
          The first is for the texture and not the second? Ok so Would I just add a second UV map and not care what its like? I mean it doesn't need to be neat does it? Or is there s specific steps you need to do?

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            #6
            Ok I created a lightmap and it fixed the problem... But made an even weirder one that is more noticeable. It creates random black artifacts on the mesh after baking now.

            http://imgur.com/u4FR3bQ,TTJehVP#0
            http://imgur.com/u4FR3bQ,TTJehVP#1

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              #7
              Lightmap UVs have some specific requirements:
              http://udn.epicgames.com/Three/LightMapUnwrapping.html
              Also try to increase the lightmap resolution in UDK, the default is only 32*32px.

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                #8
                Hello again epic forumers, I wanted to know how I could set up a character color customization like in halo 2-3 where you could pick 2 of many different colors for your player.

                I'm using blender and udk.

                do I color the models with all of the optional colors in blender or udk ?


                also I will be having customization body parts so will I have to color each body type a different color each time ?

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                  #9
                  You can change your colour in kismet: http://forums.epicgames.com/threads/...aterial-Change

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                    #10
                    You could probably use material masks.

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                      #11
                      Originally posted by houghtob123 View Post
                      You could probably use material masks.
                      how would I be able to use material mask and is that in blender or udk ?

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                        #12
                        Its in UDK. This will help you understand a bit better. Just scroll down to the Color Mask section. http://www.chrisholden.net/tutor/ot_..._materials.htm

                        Not a tutorial but this had the most detail I can find right now. From what I understand is you need another texture that overlaps the parts you want changed and do something with vectors and alpha masking. Try creating a new thread.

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