Same thing, still crashing :-/ Do you use by default DX12? is there a way to change it offline to test with 11? More infos: windows 10, 8700K, 64GB and my res is 5120*1440 (Marmoset doesn't change full screen)
Hello, Since the last few months i have follow a course and this is the résult. https://thomas_eljari.artstation.com/ More picture on my ArtStation. Since i have post the last, i see all default of my sculpt ^^ Next time, I will take more time to look my pictures before to post it :)
My edge decals aren't matching the color of the material underneath. Its set up using Deferred Decal, Translucent, Default Lit. It looks ok and correct with certain light hitting it, but most of the time it looks like this and is always darker than the material its sitting on top of. Using UE4 and have deferred decals…
Ah-ha! Got it. I'll leave this here for future reference. It looks like, by default, the option to import them in is unchecked. Going to Edit > Preferences > Content and then checking Import Materials With Models fixes the problem. :)
Hello Everyone, New to Polycount but not to 3d. This was done in Modo using Modo's default renderer. I created it to use for product shots later on. I just wanted to get some feedback to see if what I could add to give this scene a little extra. Thanks in advance.
Hey, I can't seem to find bridge in the customize user interface menu and I really need it set to a hotkey. I also want to put it in a quad menu. Also, how can I replace the default materials with my own. Thanks in advance.
I've got an odd little issue I'm trying to figure out. When I try to tag a new asset (static mesh), the tag won't stick. This is true for both existing/default tags, and new ones that I am creating. Anyone have any suggestions?
Hey all! I'm going to try my best at doing Lux. I don't expect it to be amazing since this will be my first 3D character design, but I'll try my best! I'm going for the default Lux skin, but with a bit of a twist... ;) Good luck to all!
i'm trying to use ATI's Compressonator commandline convert option to convert my normalmap textures to DDS this works but the only problem is it ignores the xGBR and converts it to default DXT5 . does anyone know how i can fix this so it does convert to DXT5 xGBR?
Hi, I have a question - the unity package exporter from toolbag 3 works very well, but seems to be limited to spec/gloss workflow. I am working in metal/rough workflow. Is there any way to change the default workflow over in the exporter? Or is there a plugin that does this? Thanks!