The camera settings are default, nothing attached to it. These are just screenshots of the game view. Are the filters a Pro only option as I can only use Free at the moment, hence the workarounds to get a decent bloom effect.
Have you attempted just doing a tangent space in xnormal? You may also have to look at the settings for your normal map in toolbag, make sure they're default and srgb isn't turned on.
You are correct on that. When I created the DDO project I had it at default and not the unity 5 metalness even though I exported it as a unity 5 metalness files. I misunderstood the process. Thanks.
Yep, absolutely the same issue. Btw if you bake your maps in Toolbag, 8bit normal maps are dithered by default (though you can also bake 16 bit and 32 bit as well).
The reason it wasn't showing in preview is because the default preview mesh does not have a landscape layer to it. To solve this, you just need to select LandscapeLayerWeight nodes and set the option "Preview Weight" in their parameter. Solved!
Big THX guys, I was almost going insane!!!:poly122: It was the lightbox I needed to get rid of. It has been visible here by default and I already thought it might be a bug, lol! Colt:poly121:
dude the main cylinder should have a number of sides divisible by 5, to better match up with the 5 chambers. You're just making it harder to add the recesses on the sides later by using the default 32.
I think you didn't get it, Mech. Now that is sexay. The only problem that the hand and the belt buckle are on the same level and are kind of the same value, but it 's not a problem from the default ingame camera angle.
I would like to see anyone trying a kickflip on that first one aswell...jesus christ, nah i think you're better off with the default style board, the one everyone recognizes and loves.
Problem fixed, sorry to trouble you all and thanks for your help. Turns out that the VTF editor had translucent checked by default (?!) Unchecking the box and recompiling fixed the issue. Thanks anyway guys :)