Hey guys i having this issue.. in this post they seem to have found the solution. http://polycount.com/discussion/149294/3dsmax-missing-render-to-texture-dafuq Can someone please send me Macro_BakeTextures.mcr from 2017 version? Im goin nuts O.o
Ok looks like UVTiles might help me get to what I want to do , but how I do setup in 3dsmax to make it work with SPainter? https://docs.substance3d.com/spdoc/uv-tiles-197427749.html
Hmmm, man, maybe that's what's causing it. I don't trust Zbrush for normal maps at all, are you at least using Zmapper? Try getting both meshes on 3dsmax or xNormal and see if you have different results there.
Maybe I'm using the wrong term with viewport shader, I just want to be able to see my viewport stuff with all its textures and lighting and everything as if it were in engine, but in 3dsmax, not something external like Marmoset.
Try enabling Global Supersampling. It does anti-aliasing where the highpoly overlaps itself, like in these deep creases. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-0ABE24E1-E11C-475D-A403-19A5E4119F09
Sorry but this isn't really possible. You can cut it in, enable the preserve uvs option (3dsmax), and chamfering it, then smoothing, but your current normalmap won't work with this. So unfortunately you must rebake at least your normalmap.
Latest version of Farfarer's Vertex Normal Toolkit has an option for casting a background object's normals to the meshes. It has a similar uses with Normal Thief script in 3dsmax. Useful for overall vertex manipulation for certain parts of the meshes.
First off, thanks for this nice info. Secondly, Does this script actually achieve same as the 3DSMAX feature? I can't figure it out. Perhaps with the Type-in-functionality, but that seems way to time consuming to repeat multiple times. :(
Your 3dsmax can differ from mine but for pivot i think its the "use pivot point center" option you need to change. Play with it untill you get what you want. Here's an image
Is that 3dsmax? Try checking if it looks alright in the UDK. It might be just the viewport being weird... You can also try going to Viewport Configurations and set your lighting and shadows to 1 light instead of 2 lights.