Hmm, no not yet. I just posted it here so far..is this a known issue? But luckily I still have the autosave enabled so I can get the previous version and just redo some of the lost work done after the autosave version..
Find this file …\bin\assemblies\Autodesk.Max.StateSets.dll (example for path – C:\Program Files\Autodesk\3ds Max 2015\bin\assemblies\Autodesk.Max.StateSets.dll) and Rename it Autodesk.Max.StateSets.dll.back p.s. before that you have to enable to view the hidden files and file extension" This worked for me
New: And notice that when you play with out "game mode" with out any body, collision looks like works perfectlly, but when you enable game mode the collision changes. Like in all pictures. Can it be that's this problem is just in editor's mode?
Apparently can be solved (for the most part) by baking with ignore back-facing ticked within Xnormal. Or for 3ds as Joe 'EarthQuake' Wilson puts it "by disabling shadow casting and enabling backface culling on your floater object, by going to the object properties or something." [sic]
It's the lighting, the IBL on the right is a lot warmer and has it's irradiance computed. Try importing your HDR map and setting it there, then rebuilding your lighting in Unreal. IIRC you need to enable Tessellation shader switch in Unreal for height maps to work/make sense.
arrangemonk: you can take a look at my (toon) shader.. it supports several texture slots you can enable/disable .. including lightspheres and diffuse I hope I'm not capturing this thread with this advertisement.. so kill this post if you think so!
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
been playing this a bit thanks to stradigos's beta giveaway. I'm a noob too and haven't had too much problem. There's a search filter you can enabled that directs you only to "newbie" games. It's worked pretty good for me so far.
Try turning off Nitrus viewports. If you already did make sure anti alias for wireframe view isn't enabled in the viewport configure driver dialog. For me, wireframe views have always been slower than smooth shaded views.
thats what i think. because i think it has to say 800Mhz on the memory frequency. altho it says 400Mhz. The memory is SLI ready. I went to the bios and check the memory part and its enabled. The Sli mode of the memories i mean.