Unity only supports 4-influences pr. bone but will often default to 2 influences pr. bone (dno why to be honest). Double-check that you're using 4-influences pr. bone on your skinCluster in Unity. If not, the geometry can collapse.
It might be related to precision. Cryengine by default only uses 16-bit float precision, which will cause distortion with certain assets. I think there is a way to up it to 32 bit in the newer builds, but not sure. You might check on the Cryengine forums.
Well, it's in the quixel page tutorial and that's what the tutorial's author directed us to pick. Unless the "Metal Grime" was a custom preset of the author who made that video tutorial ... that may explain why the presets that came with Quixel default set didn't have it.
I have this problem with some of my inserts too. A workaround is to go into Picker > Orientation and click once on the "pencil" icon, which defaults to screen orientation. Hopefully someone knows what I'm doing wrong when making them, though.
And nevermind, I found out that you can set a hotkey for xnview for the screencapture, the issue was I did not turn on multiple capture in the tick box. Working great now. F10 is the default hotkey to take the screenshot. Man I love xnview.
It would be fine if they ended the default state of the public folder as being publically accessible, but retained all files that had a "share" URL on them as being actively linked with the original public link given. Otherwise... yeah, not looking forward to relinking things.
+1 for using a layer and then dialing it down. Typically I use a value like -.0001 and then apply it twice if it isn't enough. The default -.0007 is too much. Don't know why they don't improve the input here, tedious always typing that out.
Yeah this is a weird one, normally the error will say some thing about the mesh if it's an issue with that so it looks like a set up issue.. Are you using the default exporter? If so try this one out http://seithcg.com/wordpress/?page_id=973
Oh, I think I know why there are different. Maya defaults to weighting normals with 'area and angle weighted'. This vid covers xnormal and maya: [ame=" https://www.youtube.com/watch?v=BpPQXvaSft8"]Using handplane with Maya and XNormal - YouTube[/ame]
The ; key repeats last action by default. As for UV stretching, uncheck "Normalize Map" in the Unwrap UVW toolbar. It's under the different projections and alignments. The result unwrap will be huge, so you will have to zoom out in the UV editor. But at least it won't stretch.