It's the cut tool. You open up the tool settings and set it to 50% (I think default is 10%). Then hold down ctrl, I believe and it will cut the component 50% of the length.
My understanding is that this is what's usually done. At the very least that's the default packing for Substance, and most example shaders i've seen use this scheme (although I mostly use UE4).
There's nothing in your forward base shader to do with shadows. By default, only the base pass in forward rendering gets shadows in Unity (i.e. your most powerful direct light).
Polycount default profile image is better than 90% of personal profile images on the web! IT'S A FACT! I mean, 'hi', I almost forgot I suppose to say 'hi'.
When u open the Edit uvw`s window, position it where u want it to be and after that go to Options and select Save current setting as Default and that will save your position
I am not sure that is the problem. The problem areas have nothing but a default shader applied. Is there any other possibility? And as I stated the "seam" only shows up from a distance.
kremrhi, awesome work! Vayne4800, i like it but i think it's "too blue", i mean, it matches luna's default colors, which makes it look not-glacial enough :x
There is a bug in Maya 2011, if that is what you are using, that will randomly un-assign faces from the material. Just select the faces, right click and apply the default lambert and it should be fine.
That looks about right, but judging by your screenshot you haven't set the Default Color(grey) on the Projection node to match the Color 1/2(red) on the Blend Colors node.
Yes, I have scale reference. At first the default camera angle/degree in CryEngine was throwing me off. But I can recheck and make sure everything is up to par.