Thanks for the kind words everyone! Sorry for the late reply on my part. Thanks for the suggestion. We will look into it :) Always a pleasure :) Thanks for the suggestion! I will add it to the list :) It basically means that you don't have to use the same topology in the imported cage as that found in the low poly mesh.…
I managed to fix it!! After a lot more digging, the issue ended up being that the stems that weren't showing up was on another UV set and marmoset was reading the top UV set / default UV set instead of the other one, so I combined my UV sets in Maya. Thank you so much for your time and help! I hope this forum helps others…
Update - I figured out a solution. It isn't exactly what I wanted to do but it is going to work out pretty well! What I had to do was switch my camera to a perspective Projection Mode and make my Field of View to 15 (It was the lowest I could do) Then I moved my Spring Arm Target Arm Length to 15000.0 I also had to change…
It might be better if the default controls were more standard :) As far as I could tell, Shift (standard run/sprint/walk toggle in nearly every FPS) did nothing as an Alien, neither did CTRL (standard alt fire mode, or crouch in nearly every FPS), nor did C (standard crouch in most FPS games since Half Life). Having Q as a…
Figured it might be nice to share which hotkeys you use most often. I'm still figuring out which commands to make shortcuts for, which is partly why I made this thread. I definitely want to improve my selection shortcuts. I'll try to avoid the more common ones. One thing I'm trying to figure out is the command for exiting…
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
Hi there Fabi, Eric - personally I am getting this out of a bake with a manually defined cage, done on a freshly imported unmodified boxsoft with the "custom split normals" left as they were on import therefore overriding the default 30 degrees smoothing. That's blender 3.1.0. From what I understand/guess, Blender is not…
I just visited their website today and found an update to the epic toolbag. This is a list of the new bug fixes/upadtes. * Features Additions: * Sky Tool generate custom lighting environments * Skin Shader 2.0 new controls for skin tone, translucency, and masking * Built-in Video Capture system *beta* * Cyan/Red &…
i think the "default settings" uses a post process chain too and when you add yours, it deletes the "default".try to find the default chain and modify it.its a lot easier to customize that, then making your own.
Do you know if the default material can be changed ? I want to change the default values for spec, etc to make it more like the 3ds max one :p .I think the default one it's awful.