You could have posted your second problem in your other thread http://www.polycount.com/forum/showthread.php?t=92593 Anyway try dividing that big Ngon then bevel Enable the command line it may tell you why you cant make the bevel
only commenting on the basic shapes before you detail the whole thing... as brian commented before you are probably better off modelling stuff separately and then merging them after. This will enable you to work with much less constrictions in a modular way. Cool work by the way ;)
@Malcom: The UVs are not mirrored and not overlapping. @Mm: The Maya derivates settings were off, but when enabled I'm still getting the same result. The mesh is 100% facing the right direction, I've reset the normals and tested with Unlock Normals, Average Normals, Set to Face and Conform.
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Update, if you want your masked meshes to cast the correct shadows make sure you add them as InterpActor and in the properties enable LightEnvironmentComponent (Under the DynamicSMActor tab). These meshes can't move/be dynamic it seems. The light that affects it must me a static light as well.
I'm not a rigger by any means, but I believe via an IK rig, assigning joints too an armature (which I think is missing here) allows for control of parented constraints enabling animation as expected. Basics on how this would work, an example in Maya.
When I enable lens effects bloom, it does not matter what setting I try, it does nothing. I am using GPU progressive + interactive rendering. Anyone have an Idea how I can get the bloom working?
I think there is some confusion. In Substance Designer you can enable Tessellation or Parallax Occlusion in the viewport. Substance Painter doesn't feature that. If you want to have that same effect on your actual mesh, you'd need to apply your height as displacement
On the panel menu, Shading>Bounding box. Everything will be displayed as transparent boxes. Or if you want to show only the bricks as bounding boxes, go to the Attribute editor, and search for "Drawing overrides" section. Enable "Overrides" and choose "Bounding box" on the "Level of detail" field.
I already check the nGons for the LP, not the HP (because it can be very long). I will probably add an option to enable/disable the nGon check for the HP then. (Or even a direct button, select an object then hit the check nGons like in my froTools script.)