Also try to use a different matcap. The default one looks really bad imo and it doesn't tell you the true depth of your mesh. I would recommend using a matcap called zbro_Modelling_Clay
OK i decided to go aways from the real reference, so started to play with the level blockout. Also, trees and bushes are from default UDK assets, I'll make my own later on.
Viewing the default checker pattern in High Quality mode will make it nice and crisp again. If you still have checkers stretching, it's because your UV shells are the wrong shape for its respective polygon.
Why do they turn on annoying features like that by default ? Better to leave them off so that no one gets comfused, and then noobs can turn them on when they want to show off ... CS3 forever
Nice sculpt! Though I'm not too fond of his feet. I know you made them that way to look like the default mounts hooves but the claws with no toes just looks weird IMO
Did you look into the pos-process volume settings ? Some default settings might not suit your comparisons. There are some settings related to shadows and highlights that you might want to disable or set to 0.
Transparency is not important actually, it's just the gradient that I had by default, but NDO adds transparency when it converts the layer to normal. Probably should have thought that it might create confusion. This is the gradient I used:
I am sure you checked these but if I have issues I double check that "use cage" is checked and that both the scales match. Sometimes I mess with the default scale and forget to change it back.
Hey, Ray! This appears to be an issue with the installation of the Suite - I would recommend attempting a clean reinstall of the software to the default directory prompted in the installer. Missing patterns for textures can usually be sorted out with that method.
If you import TGA without alpha channel then some of parts wont be painted. By default Photoshop don't create Alpha, so you need to make one manually (and save TGA in 32Bit/channel)