Left for me. Why? Because the default key binding for the Left view in 3ds Max is 'L' whereas 'R' is to switch to scaling, granted, i could press 'V' and then 'R' or just change the key binding but meh, who cares.
If you have a good display already and additional money to spend, then sure. I wasn't suggesting to remove that. (However I have seen Cintiqs which were run much too bright/ with factory defaults.) No thanks, I'm good.
ah apparently some sort of driver whatever issue adding this to the samplers of older .fx files helps (this should be default without manual settig, but for some whacky reason isnt)sampler ...{ ... AddressU = WRAP; AddressV = WRAP; AddressW = WRAP;}
Those screenshots are from zbrush, the file got too big to render propperly, and zbrush has a nice AO by default + lighting setting. Should see if i can lower some sublevels and still get a nice render going.
One last thing, as the results were differently when baking the outputs with the substance tool inside of 3DsMax and exporting the same substance material in Substance player as PNG with default settings, it seems like there is a color correction already happening on the textures.
I figured as much. I was in an argument on Blender Artists that the default controls stunt adoption, ran across your earlier post up there and linked it as an example. So I was just curious if my assumption was correct. Thread is here if curious.
On the default shaders, light mapping will remove all dynamic lights from affecting the mesh, leaving them lit only by the lightmap - that's why you see the errors vanish; the normal maps and mesh normals aren't having an effect on the lighting.
Im using a custom alpha that perfectly tiles, this was just a screengrab of the default noiseplugs to show it happens on them as well. The pattern doesnt line up that I created, even though UVs are seamless and the texture is a perfect 4 way tile
Thanks Thomas, I couldn't find any accuracy setting for shadow properties, besides rays & depth but switching to a depth map instead did the trick. 1 problem down! Edit: They used raytraced shadows by default if that's any help.
All comments welcomed. I really like the default cape and probably won't be doing a cape for him. But if some one posts an idea that fits the set , I may change my mind. Until then, thanks in advance for any feedback.