I don't use max sorry, but in xsi theres a global setting that gets applied by default, if its the same in max, then it should be under the mental ray options. Thats weird.
This dropdown in the menu is at All Objects by default, I was able to get this by setting it to Polygons. But toggling with F8 resets it back to Objects, so I'm not sure what you've managed here.
Well, yes, of course that's part of it. But there are multiple SSR options within Unreal 4 and I was wondering if Thiago is using the default settings or whether he is trying some of the other modes.
It's the default chair you get with Unreal 4. I do agree the whole thing isn't as narrow as the concept though. The meshes themselves are starting to come out nicely though :)
I didn't say it was the maps I said it was the tangent basis. Does it render like that with just a default aistandard? The normals could be locked. What does it look like in the viewport?
Thanks! Here's the final piece of the puzzle. Concept also by Foxclover. This one unfortunately has clipping issues with the Third Insight set, but it's either clip that or clip the default shoulders soooo :/
Great progress, but hard to tell what it really looks like with just the default shading. Put some lights in there and show us some screencaps/renders, it'd look rad!
As I said before, fantastic scene! And gorgeous God rays,it would be great if you share how you made them?:) It is default volume fog, or geometry based rays?