What method of antialiasing are you using? If you havent changed the default then its TAA and it should not allow aliasing like that. Another thing you should check is the quality setting and set it to cinematic. If all else fails just change the camera angle.
Does this happen if you start with the factory settings *.cmd file? If it's not a bug then probably some setting you done to your material or the object's color alpha?! As far as I know the default Modeling tab uses a different material draw or render mode
So I figured it out,when you import the fbx. file there is a setting where there is an option whether you want the software to change the normals or not. By default is change. When I switched it to keep the originals it worked fine! thank you all for the answers
Laptops usually come with a built-in GPU on the motherboard, which is the default for all graphics, and is not very fast. If you have a nice graphics card, you need to use the drivers to force your 3d apps to use its GPU instead of the built-in one.
Sorry about that, here is my texture sheet and the resolution is 1024 x 2048, I will probably scale it down in UDK but so far it's at that resolution. @Shrike: The lighting and the sky is not final, is just the default one from UDK. [IMG][/img] Uploaded with ImageShack.us
Hey guys, thanks for the replies, and you were right! I threw on a quick mental ray sun and sky and it was all fix! :D I forgot that maya has default lighting from the camera! Thank you guys! You da best!
if you turn off self-shadowing for the fur and steal the normals from the underlying character then it blends rather well even with default shaders. keep in mind that these guys likely render out in passes and with masks too and treat certain surfaces differently in compositing.
Wow. Been ages since an update. We are still very busy with the game though. Anyhoo. Here's some palette tests for the games various areas in Hell. Hope you like em! Hell (default) Cave Slime ver1. Slime ver2.
Just throwing in a bit of general info here, blender exports .objs and meshes in general @ 1/100 of max's default scale... this leads to problems in udk/ce2 and so on since those rebuild the meshes and tend to delete stuff :) @keen: awesome work
I think in Marmoset, you have reflections by default. Because as I know its specular system is based on cubemaps. But this is easy to check out. Use white specular map with white glossiness map. Or use the maximum possible value for specular and glossiness.