NO TOGGLE ZOOM? AIM ASSIST? ONLY TOGGLE CROUCH? WTF!!!!!!!! These are gameplay elements that console and pc gaming are hugely different abt. The least they can do is give you options on whether or not you want them enabled.
This is the reason why I rely 100% on saving a .ztl They will never fail. Do you have the undo timeline save options enabled? Although if you did your file would be much larger than 44mb.
Maybe. But only if he uses a Standard material with a Normal Bump map, and enables "Show Hardware Map in Viewport". The in-game result is what really matters, he should get it into Unreal Ed or Marmoset or CryEngine or somesuch.
Also, in my testing I got good results in Unity with Compute Tangent Space per Fragment disabled, and in UE4 with Compute Tangent Space per Fragment enabled, assuming Substance Painter bakes similarly to Xnormal.
hmm that's really odd, so you selected png and enabled the alpha checkbox while setting the mode to animation. also i'm not getting such lowres results over here, why is the extension on your image jpg btw?
This may sound like a silly question but how do you get the control points of the FFD box to snap onto the vertices of an object? I right click on the 3 magnet but I'm not sure which option to enable.
Looks like you're using carbonmade to me edit: sorry didn't have signatures enabled, might want to fix your profile though, still links to http://rexmcnish.carbonmade.com/ Also your images don't enlarge
What about those of us that don't live in a fiber optic-enabled area? I'd love to switch to a faster connection. It's not as if I'm using a crappy 1mbps connection out of choice. Christ, this country's going down the toilet.
I'm not a max user but I believe this is related to the fact you have still modifiers enabled on your object and that you need to flatten them down first before exporting. Otherwise the export system will triangulate the mesh.
You can temporarily hide objects within the same texture set in Painter by adding an opacity channel and giving an opacity fill layer to each object. Also be sure to enable the alpha test shader. Cool project!