There is two type of engines in Substance Designer : CPU or GPU (SSE2 vs DirectX). CPU if a bit faster but can only handle 2K, while GPU can handle 4K. The integrated system in the UDK only use the CPU engine because the GPU is not available (already used for the rendering of the engine). Therefore under UDK you are…
Hmmm, this seems like pretty generalized advice. If the engine he's sending art to is synced to Max, that would be a bad idea. For UDK, afaik, the best/only way to get synced normals with skeletal meshes is to bake object space, and then use handplane to convert. Explicit normals may work ok for static meshes though. For…
There shouldnt be any missing dependencies if there's only 2 maps and 2 outputs in the scene. I'm fairly sure about that, unless i've misunderstood the word dependencies (i'm not a native speaker) I'll try out with jpg compression, and see if i can replicate it with a 2k texture. As for the psd files, i import maps using…
Interesting, it would be cool to see how the worst-case test mesh looks with this workflow. https://dl.dropboxusercontent.com/u/499159/maxworstcase.zip zip with obj containing high and low, exported from max, and NM baked in max, this is as good as synced gets in terms of a max bake with max tangents in TB2, so If you…
Yes by default, using the "marmoset" tangent space, this is what we do, I could be wrong here and I'll double check but I'm like 95% sure we load the tangents directly from the file by default. It could also be a case of this working well but not quite as well as a properly synced up system using the exact same tangent…