Yea it usually boils down to a guess work. Usually when this happen, first thing I remove is the plug-ins that got loaded. After that, sometimes I have to do comparison with previous version that works. Once I had to do this with After Effect files and for some reason, values that should be numbers was saved as some weird…
Payments in excess of 1k are usually wire, less than are usually Paypal. If it is an ongoing and very steady/stable client we set up ACH payment (US clients only). Exceedingly rarely... people send me checks! Also I technically can take Credit Cards, but I havent actually had anyone request that in over a decade. No joke.
Yeh Nintendo stuff was pretty dissapointg. This year will be a desert on Switch. As usual this E3, too many shooters, zombie games, dull looking empty open worlds and lackluster indies... Death Stranding was a real surprise though. Ghost of Tsushima was breathaking visually and TLOU part 2 looks on point with ND behind the…
From the material editor preview your normal map looks really weird. Could you post the normal map you have from UDK? just dubble click it and bring it up. Also, do you really need to bake with a cage for a model as simple as this? I usually bake with without cage for simple objects, usually it fixes my issues.
I don't have any specific settings. I go from default and tweak it a bit. I usually change it a bit in photoshop. I try not to have 100% blacks. I also use curvature map from xNormal (usually got problems with setting good Curvature :D ). I hope someone will be able to give you more specific info.
Did you adjust the number of rays per sample on the skylight? I usually just use scanline, but the same settings apply for mental ray, I think. 20 (the default) can be a little grainy, esp. when you're baking in a bucket. I usually do test bakes ~10 and up to 30+ for final depending on size and time allotted to the bake.
That's why i'm saying, it's not bad at all, the problem is that beginners usually just bake it wrong and instead of learning the basics properly, they would rather to spend time fixing something that shouldn't even be wrong if they did know how to do it properly. The thing is that people usually take everything that is…
I don't hit CTRL-W (habit in Blender, CTRL-S would work, too) that often, Blender doesn't crash much and usually the autosaves work. Photoshop never crashed on me so far and I usually only save (to PSD, saving to TGA happens more frequently, of course) when I'm taking a break and do something else.
This looks like a fun project! I'd agree that the blockout needs some more work before you progress. This seems to be very obvious, but I don't know why the character would be in there otherwise. So just in case: Not knowing anything else about the piece, the scale seems way off, even if we assume the character stands for…
There is one rule: allowed is what works. neilbeard mentioned the points where it does not work. So simply keep your eyes open :) For a weapon though i would go for a watertight mesh if even possible. You run too quick into z-fighting. And you don't save anything with a thousand little independant parts here. More the…