How could anyone seriously think that image was awesome when its practically the same thing as we have now, except a (worse) logo and some different font/bg colours. There is very little you can do to show an improvement over the current forums with just 1 image. Enabling normal users to delete their own posts would be…
You should be able to make your own Menu and SubPalette under Preferences > Custom UI then just drag everything from the original SubTool subpalette into your custom one. Be sure to have Preferences > Config > Enable Customize toggled first. I remember having problems with some sliders and buttons disappearing from my…
The grid in Unreal is a power of two, so your meshes must be for example 128 units long to easily snap in that grid. Since you work with a grid of 1 in Max you'd need to set the grid to 1 in Unreal also, which would greatly slow down your work flow. Also there is a possibility you got export scaling enabled or some other…
Update on the project. I did some testing with the tool in Unreal Engine 4. All the small props that are added, are working in game engine. But some of them need to be tweaked to have a better position. Further I'm updating the models and adding quickly a texture on it. Next is updating all the models and give them a…
Ok guys, I created a first draft of a version that supports Layer Comps. Could you please check if this is what you are looking for? There is an extra option in the configuration window, called "Use Layer Comps as groups" If you enable this option, you will be able to use layer comps in stead of folders. Disclaimer: It's a…
ah I see. You should of taken the link out of your signature or edited it to avoid confusion! Fail re-enabled! I don't like these little arrows, they keep moving position due to the different sized images. It would be better if all images were equal size, or if the arrows were permanently on the left and right sides of the…
@RaptorCWS yep, on the kickstarter page this is their reason "A physical space allows a team to communicate with each other in real-time, enabling technical solutions and online support to be delivered instantaneously, resulting in more efficient and 100% solid challenges for artists everywhere!" Super compelling reason :p…
You've marked everything that doesn't move as Static (top-right of Inspector) and enabled static batching, right? Dynamic batching can sometimes end up having a negative impact in some situations as it can require more overhead at run-time than it actually saves. Other than that, there isn't a lot I can tell without more…
Maybe this works: http://www.polycount.com/forum/showpost.php?p=1881495&postcount=3 And if not: Have you tried rendering with scanline? Just add a skylight (and turn off all other lights) in your scene (and turn the color to white, standard it has a bit of a blue tint), enable light tracer. Then add lighting map to your…
local subdivision works differently to Zee Brush. In Zee it adds polys by subdividing a selected area, mudbox's local subdivision enables you to work in higher detail, in a selected area. So like Snowfly said, you can simply go up in subdivision, if your pc can hanlde the polys. The idea is that when your machine reaches…