Yeah, in the example it's the default UV layout when you make a cube, so four squares vertically and the last two faces sewn to the sides. Nothing is overlapping at all, thanks for the suggestion though.
I agree with what's been mentioned already except that I found the new enhanced menus to be significantly slower than the regular ones so I switched those back to the old defaults.
The username search box dropdown does have a "find posts" option, not just "threads started by." You probably have "threads started by" saved as your default. There's a box to set that preference, too.
Yeah in XN you'll want to export a cage, or created a cage within the 3d viewer. If you're using the default ray distance settings in XN you'll get the broken edge problems too.
I need to investigate it i have no clue. I use Mantra rendering engine (Houdini default). Do you have some sample images of result of those methods that you mentioned?
A couple of Questions to try to narrow down the issue: -Is the suite installed at the default locations -Do you have any non-alphanumerical characters in the pathname to the project or the Suite -Does this happen on all projects
Unity actually includes the parallax shaders by default (and I think Pro version comes with DX11 tesselation/displacement shaders), so it shouldn't even require additional downloads from the Asset Store.
Right, a Maya bake displayed in Maya's viewport is actually much higher quality than a Max bake displayed with default Max viewport shaders. Yep. Not sure what you mean here?
@MrKamikaze Great to see the finished model! @Alemja Good point! This is still the default ue4 skybox, but turned around to night time. The darker environment makes the glowy bits more effective as well.
"not working" is a pretty vast issue, nacire Have you tried the alternate techniques? the default one is still a ps3 one, that won't work with your ATI card. pliang what's your question?