@Froyok I will do that, and i will change the TDR values only if i get crashes, so far i never got crashes with SP and sometimes i had big meshes and textures. PS: but why only from this update we have that error showing up on SP startup and never before ? At least for me.
A lot of us remember This breakdown of Darksiders texturing workflow. I was wondering, if this setup can be applied to SP if the bent channel was baked in an external program. Why I am asking, is because the green channel of my normal map, seems way to dark compared to the one Maddy somehow whizzes up. Any tips on how to…
i transfer my SP textures to Max and i get this weird different texture in MAX when i render (i use vray) ... is this because my materials or because my vray settings? i don't have any other light then HDRI the same one as i have in SP any suggestion much appreciated! Thank you in advance
"I make sure there are separate smoothing groups assigned to each UV island" You absolutely do not need to do that, at all. Some people do it because their assets or art style just happens to be visually compatible with this brute force approach, but this is absolutely not a necessary condition. By doing so, you simply run…
I prefer 3d coat over Substance Painter. The brushes are better imo. I especially like an ability to paint several brush dabs randomly/alternatively and better material projecting painting system. It's pretty rudimentary in SP. Besides 3d coat allows to paint in between UDIM tiles too. It's somewhere in between SP and Mari…
MHtri is the one that hooked me to the MH series, I have 120 hours in the game on the Wii, but I must say the game is much cooler when you play with 3 buddies online (main reason I got 120 hours invested in it). SP I haven't even completed. maybe I am not a sp guy.
From my experience, 16 latest sp is rock solid and what I still use. 17 latest release is in dire need of the next sp. I'm currently a beta-tester so can't say more than that. 15 I skipped completely as I jumped from 14 to 16 so have no direct experience.
Hello. This is ID from Maya (png)--- http://prntscr.com/ddcpmz This how SP it "convert" to a mesh--- http://prntscr.com/ddcqjt Base colors exported from SP--- http://prntscr.com/ddcs46 After exporting textures this poblem is in all maps (metal, rough etc.). Dilation on 5. 2K textures. What I do wrong?
What are you asking? Can you export the shader from SP? If so then no. You export the texture maps and recreate the look using a vray shader. Shaders are generally renderer specific. SP viewport and vray are 2 completely different renderers. (MLSL shading language was recently introduced by Allegorithmic so who knows, it…
Wasn't the biggest fan of the multiplayer. It was fun, felt like doom, but overall got pretty bored after a handful of matches. I am hoping this was just due to the content quantity being limited because of it being open beta. This SP preview on the other hand though, I might buy it just for SP and see the MP as a bonus…