Weird, maybe your normal map wasn't set to normal map in the inspector, it doesn't do that by default. Don't forget to put a reflection probe in your scene if you haven't already
Hello everyone, I have some images for the default skin characters in the game. These models and textures were done by Wendy de Boer AKA DemonPrincess. Enjoy! Pure diffuse of course.
Yeah, I discovered that yesterday. I think they should have found a way to make that the default setting and somehow oriented the art towards that configuration, because otherwise it could cause confusion.
Ironbearxl: Try turning up the subdivs on the lights and materials. Default should be 8. I would try 32 when testing and then turn it up to 64 or 128 for your final render.
Huh, sounds quite cool. But yes, straightening islands is definitely important — It's pretty tedious to use the default straighten edge on every loop of an island. I'll be keeping an eye out for sure.
The solution to the bug related to the 5.2 upgrade is to select the projection color node in each example graph and reset all of the parameters to the default value. You can then reassign each parameter as needed.
My bad for providing too less info. Um....i'm using mental ray rendering.. and I have a physical sun and sky light. The rest is bascially most of the default settings.
If you ask me that's a default material with a GI/AO solution thrown at it. I'm not sure what MAX GI does but I know that Blender's Ambient Occlusion looks almost the same.
Here are a few more shots from the scene from a higher viewpoint. Default FPS height in UE4. Foliage from above. Close distance. Foliage from above. Far distance.
its jsut flakey. it alwasy shows where it will snap to, then doesn't snap. I switched back to the default UI then changed it and saved, cos loading a custom 7 one screwed it up