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Ugly shadows on my meshes

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    #16
    Originally posted by LOVE-FEST
    The term is "merge" in Maya, and "Weld" in Max.
    Oh I see, yes I usually merge vertices but in this case all vertices are already merged.

    Originally posted by chipV2
    even after following all suggestions, this model will probably still look like **** because Maya 4 PLE models lose all hard/soft edge info when exported to UEd -- everything gets smoothed. note the lack of a hard edge on the sides of the slab. hopefully this will be fixed in future unEditor.mll plugin versions, but that remains to be seen.
    Yes, I wrote another thread about hard/soft egdes, couldn't get my meshes with hard egdes. MayaPLE is really ****:down:

    Originally posted by DraZtiK
    Or you can try LightWave.
    http://www.ataricommunity.com/forums...readid=325899&
    I'm trying Lightwave now and have read your tutorial and have saved and imported it into Ued....seems to work fine, Thanks!:up:

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      #17
      Maya PLE isn't **** -- it works exactly as advertised, as a learning tool for the full Maya. it was never intended as a game-production-only version ala gmax.

      the unEditor.mll plugin, which was not produced by Alias and is not a part of the standard PLE download, is the weak link in the exports from Maya 4 PLE.

      keep the criticism where it belongs.

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        #18
        I want to point out that there's another 3d modeler with strong community support anod best of all it's free! This 3d modeler is inspired by Mirai and Nendo which are very expensive......

        It's called Wings3d and the good news is that someone just made a Lightwave export plugin for it. (http://ourworld.compuserve.com/homep...gs_plugins.htm) ..

        http://pub161.ezboard.com/fnendowing...picID=69.topic

        http://www.wings3d.com/

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          #19
          I have yet to learn maya so the following question may be wrong, but will I get the same lighting problems as Salem78 if I use lightmaps on my imported meshes?

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            #20
            mmmm maybe.

            But if you turn up ambient glow, rely less on UED lighting, or make it unlit altogether, you might be able to avoid it completely.

            I'd have to test his problem to see if I could find a solution.

            Also, go to UnrealTechnolgy.com forum and ask them. They have some experts that can help. Search out mr.slackpants too. He's expeirienced

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              #21
              get 3ds max !!!
              its easy to use and you can weld,triangulate,import export,uvw map,unwrap,texture bake, or render or whateva BS you want with it .....its better than any educational edition freeware ****:bulb:

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                #22
                Maya's ActorX plugin works really well.

                I saw Logan from 3dbuzz do a demo at Siggraph late last year, using the ActorX plugin for Maya. He created his geometry, textured it, and brought it all into UED via the ActorX plugin. They were very impressed with it--but they hadn't tried a piece with smoothed edges (equiv being smoothing groups in Max).

                ActorX requires a licensed version of either Maya and Max to use the plugin. So, you can't use the ActorX plugin, without owning a licensed version of the progam[s]

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                  #23
                  Originally posted by ultramegaporn
                  get 3ds max !!!
                  its easy to use and you can weld,triangulate,import export,uvw map,unwrap,texture bake, or render or whateva BS you want with it .....its better than any educational edition freeware ****:bulb:
                  That's not an option; I don't have several hundred dollars to spend on 3DS Max.

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                    #24
                    Originally posted by NiTrOcALyPsE
                    That's not an option; I don't have several hundred dollars to spend on 3DS Max.
                    don't i wish, "hundreds"!

                    off by a factor of ten, unfortunately

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                      #25
                      I think, and don't quote me on this, that the problem lies in the form of lighting the engine uses. (Vertex lighting.) Basically, the larger the number of vertices, ergo polygons, your object will have the more accurately it will be lit. You can always tessellate your object, but this isn't feasible in many situations. Another options is to create a shadow map, but that can be a pain in the *** for things you want to be able to use in many situations.

                      Long story short there is no perfect way of doing things, a lot of it is trial and error.

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