I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
Example, exported from zbrush to max from max to blender back to max from max to substance painter? What is the size limit of an fbx file for substance painterThis is a multi-conditional question/concern, which is why its not under sub threads. Have they updated the importing of the .fbx format in blender cause there is…