The default is always there for a reason. It's the most compatible with that apps other functions. So ... IMO, always try to learn the default set up. It's easier in the long run.
thanks, EQ. FBX setting was set to "FBX default". no idea what it's defaulting to, though. setting it to a specific unit measurement in line with OBJ prefs fixed it.
So I have made a high poly model in Zbrush, which has also been retopologized in 3d Coat for better edge flow, and then brought back, details projected and so on. So I now have I fairly well topologized character model in Zbrush. I used the automatic mapping tools in Zplugin in Zbrush and made a texture (diffuse) map,…
mikkT plugin is the default but this settings is not enabled by default I believe: XNormal itself remembers the setting... so maybe it is used or not used when it is on/off.
Advice : Keep the "standard" texture in the material Editor as it is. Do not load any image in it. It is and will remain until your scene is finished : the basic grey material applied to any new object you create. Your problem was : - You created the door first I guess. - Applied a planar map - Loaded an image of door in…
I'll first explain how the metallic mask works before explaining how cubemaps interact with it. The metallic mask will simply darken the diffuse where it is applied. How much the diffuse is darkened depends on how white the metallic mask is for that texel. The intensity of this effect gradually ramps up the closer to white…
This looks more complicated then it actually is I'm sure you don't need as quite a step by step but I'll list it out for other people who might visit this thread - Switch your render to Mental Ray. F10 > common tab > Scroll down to Assign Renderer > switch production to Mental Ray. - In the material editor, create a new…