If its still not working you might want to check out PipelineIO script, it's awesome: http://www.arielchai.com/tutorials/resources.html the pdf has examples of usage and one for UDK I believe.
wow, i hadn't seen XGen Hair, I can't tell from the video, is that card geometry? Would be nice to see that in the hands of a better artist or more practical usage demo.
need to work on that grass I think. You should try to work on more qualities which shows the wear and tear and usage of this area. It doesn't feel very alive right now.
while you won't notice a performance jump based on the amount of ram usage, you will still notice a performance increase based on the way the software you're running uses your hardware.
2 things: Make sure your height output has its usage set to Height, and also check the material settings on your object, as the displacement/parallax may be set to 0 there.
That video is great because it shows some practical examples of spec map usage, as well as filters and tricks that where used to derive them. Cool, I wish there where more like that.
Um, the gpu does most of the work in substance - including calculating all the blending etc. The reason usage doesn't drop is that it's constantly working as fast as it can to show you pretty pictures.
Yup, citing usage rights is usually a convenient way to jack up the freelance rate. use liberally and often. uh, don't mean to be obnoxious, but can we keep the discussion on track?
Cars in AAA games usally aren´t baked. Only small details like interior buttons or leather elements use baked normals. All parts of the car body are basically modeled.
Some things that game engines barely or don't even consider: Motion Blur Subdivision surfaces Displacement Fur and Hair Post-processing Sub-surface scattering Volumetrics Efficient memory usage