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.
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
Yeah, never really experimented with the liquify tool aside from the default stuff and changing brush size and strength. Definitely something I will mess around with in the future. Thanks for that Turoid. -caseyjones
Same thing, still crashing :-/ Do you use by default DX12? is there a way to change it offline to test with 11? More infos: windows 10, 8700K, 64GB and my res is 5120*1440 (Marmoset doesn't change full screen)
export 2d view in the export settings. I cant remember if you can export the various channels using that method on the default shader - we use custom shaders for that sort of thing at the office
My edge decals aren't matching the color of the material underneath. Its set up using Deferred Decal, Translucent, Default Lit. It looks ok and correct with certain light hitting it, but most of the time it looks like this and is always darker than the material its sitting on top of. Using UE4 and have deferred decals…
This is super cute! Looks very much like the bravely default art style, good job! My only critique; It looks like Clouds bandage on his arm is glowing, not sure if that's intentional.
Ah, I see. I was max needed delays in key presses to register what I was doing. my macro key board didnt use delays by default. And I was in editable poly.
It's nothing that complicated.Import your obj and apply a split modifier, with split by sharp edges.That seems to work to me.It doesn't shows the hard edges by default after import, you gotta apply that mod.