Right click > upper right most quad menu > Viewport Lighting and Shadows > Viewport Shading > Change it from off to good or best (and watch your system melt). You can also disable and enable lights and their real time shadow casting abilities in the viewport using the same menu. Hope that helps =)
Select faces by angle is enabled for the 3dView in TexTools, disable it in the modifier inspector in face mode (should read something like select by angle). I did it because I prefer it that way, its what I use 90% of the time when I select faces in 3d view for UV related things.
for something like this you probably want to use layered materials and custom blend thingies.. itll enable a lot more re-use of resources in terms of workflow. using RVT will remove any additional cost incurred by doing maths so you can treat the shader as (almost) free (not really, but most of the time - you'll work it…
It looks like your normal map may not have pixel padding, so you'll want to enable that in Zbrush if it's an option there. You might want to consider importing the high poly mesh into Toolbag and baking there as well. I wouldn't recommend saving the normal or albedo maps as jpg either - jpg uses lossy compression and will…
yes poopipe, it seems to have both options, but I could do a layered lit shader I guess but the hair shader is just about ok for what i need ie enable both transparency and alpha test in the shader. has a bunch of other parameters which seem to help a bit, like depth write etc its not perfect, but not awful
Make sure you have pixel padding enabled in the texture project settings. If that doesn't solve it, it could be a blur layer that is causing the seam issue. Blur works in 2D space at the moment and can create artifacts at UV seams. The sharpness setting if set to a negative value in some layer types will produce a blur…
Also, do you have editor symbols installed? That would enable you to get full crash reports so it would help identify the problem. I used ray tracing with virtual texturing several times in the last couple of months. I did run into occassional crashes, but it seems to be mostly usable for me.
One way to do it is to enable RGB while sculpting and change the colour for different rocks/groups of rocks. Then you can use the Polygroups from Polypaint feature. Another way is using inserts(with a negative imbed) and dynamesh will preserve the groups. Hopefully there will be a auto-masking feature for VDM brushes -…
Looks great, if you need any small characters doing I could always try and find some time ;) Also it might be worth enabling some smaller donations? (i.e $1 to $5), I would ave thought that would help a lot (then again I'm no Kickstarter expert.) Good luck :D
I'm just curious to know if anyone on this forum knows how to setup a decent material that enables the painterly style effect with normal maps and works with lighting? since right now whenever I try it most of my materials come out looking plastic... is there a tutorial or anything that anyone can recommend? Thanks! :D