Why not just use Unreal Engine? There's a default advanced lighting map that uses an HDRI image, pretty much what you'd get with Marmoset. https://docs.unrealengine.com/latest/INT/Engine/Content/Packs/
No, i mean there is a bug that sometimes when you watch the exact same post, the spacing is missing and sometimes it is correct and there is a default space between the image and the text, it seems to change depending on the page refresh or so.
Stick controls mean the developers were to scared to try something new, different or innovative. My goal for our ( future) products is to have stick controls as an option incase players want it, not the default input.
The "Symmetry" plane you saw is merely the preview for the Quick Planar Map gizmo. By default it faces the average of the selected surface normals. Selecting both sides is weird though. Could be both were inverted.
This happens with or without scale on the light. It even happens with just default lights turned on in the viewport. It does not happen with the DX11 shader. I can re-pro on multiple computers with different GPUs and driver versions.
Can't wait for the source files. Actually if I would mess a bit with the scaling and proportions of the models they could fit the default skeleton of the classes and I would be able to get em rigged up and ingame.
Err, not sure. To get to the default values it should be... Normals - Calculate Smoothing Angle - 60 (Can't edit this if normals are set to import) Normals - Import Tangents - Calculate And you'll need to re-bake the lightmap.
correction. I get the white outline when the object is rendered against a light background. If the object behind it is in the darker values the white outline disappears... Is it a problem with my alpha? 3DS 2008 Default Scanline
I understand now, and i fear what you want to achieve cant be easily done with the default tools... UV Shells dont have normals so creating script wouldnt be easy, imho :(
Hey thanks! It's just AO and cavity baked with default settings in xNormal, in the corresponding slots in TB2. Perhaps it's the lack of other materials? If it's too strong when I start texturing I'll tone it down.