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Author Topic: Gears of War 3 - Carmine's Right Arm Problem  (Read 19236 times)
cr4zyw3ld3r
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #15 on: March 27, 2012, 22:12 »

looks like its worth a try, I have never gotten any of my textures to export in such detail Roll Eyes
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Gildor
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #16 on: March 28, 2012, 08:00 »

I think these shots were made by model authors with original detail.
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cr4zyw3ld3r
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #17 on: March 29, 2012, 08:47 »

yes it looks like it, I just noticed the epic watermark now  Grin
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Dijon
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #18 on: March 31, 2012, 00:02 »

That's correct, the screen shots belong to Epic and are NOT fan made. The poster (moose) worked on GoW 3.

I think these shots were made by model authors with original detail.
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JUGGERNUT
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #19 on: May 30, 2012, 22:45 »

but probably you could correctly import that psk into the UDK.
Please try it.

Well, I got the newest umodel, exported the model, imported to udk..... yet I still see the same two material slots, one for body and one for helmet.  Why does it hate me?
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Gildor
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #20 on: May 30, 2012, 22:59 »

but probably you could correctly import that psk into the UDK.
Please try it.

Well, I got the newest umodel, exported the model, imported to udk..... yet I still see the same two material slots, one for body and one for helmet.  Why does it hate me?
My message were dedicated to changes related to mesh the normals. Number of material slots is not affected, there is nothing to be wrong here. What's wrong with 2 material slots? What you want to do?
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JUGGERNUT
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #21 on: May 31, 2012, 00:12 »

I want to put the tattoo texture onto Carmine, like the picture in the previous page, I don't see how to do that.
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Gildor
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #22 on: May 31, 2012, 08:19 »

As I understand you should blend additional texture (tatoo) over the main material using secondary UV channel.
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Dreadfred
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #23 on: June 01, 2012, 05:27 »

 Huh?

    Shocked
    
    Cool
« Last Edit: June 01, 2012, 06:23 by Dreadfred » Logged
JUGGERNUT
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #24 on: June 02, 2012, 09:03 »

Thank you so much, I had no idea how to do that.... omg this is great, I want to learn how to do this myself, lol, can make cahracters super detailed this way!
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cr4zyw3ld3r
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #25 on: September 20, 2012, 12:58 »

fantastic work dreadfred THANK YOU SO MUCH  Cheesy
okay so i set this up in my Gow Editor but now my models' textures are overlapped with the default diffuse texture, it looks like the scale and offesets are incorrect for the detail texture???  any help
« Last Edit: September 22, 2012, 10:50 by cr4zyw3ld3r » Logged
Dreadfred
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #26 on: September 24, 2012, 04:37 »

Sorry mate, the Gow Editor only supports psk's with 1 uv channel/set Sad.
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cr4zyw3ld3r
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #27 on: September 25, 2012, 02:50 »

ah, see i thought you did this in the gow editor do you know of a workaround?
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Dreadfred
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Re: Gears of War 3 - Carmine's Right Arm Problem
« Reply #28 on: August 13, 2013, 22:03 »

I've had another crack at carmine and even though you can import a skeletal mesh with two uv channels (3dsmax dae fbx export) the gears material editor does not support blending uv channels =( I thought I would report back so nobody else would waste there time.
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