To get Beast to jive with normals and spec you need to use dual lightmaps w/ deferred rendering enabled. It should be under light map bake settings under mode. And to enabled deferred rendering it should be under Edit-Project Settings->Rendering Path -> Deferred.
I'm getting some out of context ads as well in the same location - under the profiles, and whats even more annoying, is some of them are video ads. The under the banner ads are still relevant however. Perhaps the ads served under profiles don't have the same settings?
You can adjust the shadow under the BPR filters under the Render settings. You should maybe also turn the Range to 0 under Document where you can rezize the Document size , this gives you a completely gray background instead of having that overlap to Black in the background
This would be impossible for anyone to answer on a public forum as Mudbox is in beta form and therefore under strict NDA. Hence it being against the law for someone to answer such a question. If you are under the nda you would be able to talk with someone under the same nda but still can't happen on a public forum. Sorry…
Almost forgot to add...the poly count for the low res was just under 4,900, the final high res mesh, undecimated, was just under 1.5mil. I should have decimated the high res...would of cut the poly count to under 1mil. Also, the final maps were only 2K. :/
Inspired by Bhutanese Architecture and my travel experience to the Himalayas, i decided to create a story around it . Developed this project from Concept to Finish. Created several Trim sheets in Substance Painter as most of the design elements would be repeated throughout various architectural elements like doors,…
I don't think you can remap the delete key, it's probably set at a higher level than CUI hotkeys and it's used in many situations. To change views, go to the customize user interface hotkeys, under category "view" (Also you can type a letter in the hotkey field to see the name of the command. For instance, you know B set…
What Brice said: viewport screengrab should be sufficient to show off your realtime models, and if you have normal maps and aren't using realtime shaders, make sure to turn on High Quality rendering. You can also turn on antialiasing for wireframe under Shading > Smooth Wireframe, although the wire will appear thicker so…
Drag, there WAS a game glorifying jihad and mass murder - except it got funding from the government. Google "Under Ashes" and "Under Ashes 2: Under Siege". Caveat: it was made in Syria. The game glorifies Palestinian jihad and the player shoots Israeli Defense Force soldiers. Wasn't a big commercial success. Shock, I know,…
Dope characters!! Here's some pointers; Your skin textures and hair look like they're from an older gen. I've not made skin or hair materials/textures before so I can't advise you, but they look sort like you've got the same noise across the entire parts of the face. The skin under the eye would have a different texture to…