here you can see how this might look like in a bit more advanced game engine like marmoset toolbag @choppz in blender and gimp i use same default hard round brush, nothing fancy
Just did this in Maya, may be the same for Max: in the Area Light attributes is a section that says "High Samples, High Sample Limit, Low Samples." My default High Sample was 8, bumping it to 64 fixed the shadow problem
rollin, I welded all vertices, put the low poly as one smoothing group. One material id,baked with turbosmoothed hp, baked with cage in max and without cage in xnormal and polybump. it has a default material as well.
UV space is setup in ratios. 1:1, or 2:1, etc. The default is always 1:1. Pixels don't matter until you export a texture map. I don't think you can snap to the subgrid.
You need to go into the attribute editor for the light. There are options for enabling and disabling the lights shadow there. Also when rendering in MR you'll need to go to the render options and disable default lighting to enable your newly created lights.
Kieran made a cart. I helped the render look a little better by adding some of the other props to the render. I also changed the skybox to something less UE4 default and changed the lighting a bit to fix with the new skybox.
harry1511 - this might just be related to the visibility setting of these items. By default this option is set to private/invisible, in order to allow artists to prepare and double check their screenshots before making their submission public, for instance. What is the link to your item ?
m4dcow, I tried that ninja thing when it was called kam mapper and after 10min of use found that it didn't offer anything the default maya interface didn't already have. Has he added something to it that is actually useful?
Thanks! I used mental ray with the following settings: Final Gather Medium, Sampling Quality 1 min/ 4 max, Type: Mitchell. Everything else was pretty much set to default medium. I hope this helps!
The Pollyunwrapper tool has the "align to center" feature that's missing from the default max. It was easy with it,7,8 clicks and job was done. Awesome stuff :) Here it is,in case any1 else needs it for similar thing: http://www.polytools3d.com/polyunwrapper/index.html