I was also getting this problem, on a default mesh that I had been editing for a while. Layers would mess it up, and nothing worked until I took the mesh and made it it's own Make PolyMesh 3d. then all was right with the world
Gun is baked, for those who might wonder what is the difference between substance designer and Xnormal, i gaveboth their chance. So here is Substance: And Xnormal: both image use the same diffuse, and it's just a default unity specular apply
Got your idea! Although I don't really have much models that made it to the end, the default pipeline kinda stuck with me. But i'll try out your way this time, will see how it turns out. Thank you!
Now I want a switcher that lets me do 3ds max controls in Maya, I'm not sure how many people learn which program first but most people I know use max as their default. Awesome product !
Thanks for the feedback, guys, really appreciate it. The animation is basicaly a tweaked version of a quick, dirty CAT rig default walkcycle just to test the limb deformation. It's by no means a production quality anim. SBC, good point about the neck there. Thanks.
Ah man, AS SOON AS I POSTED THIS I FIGURE IT OUT! Maya PBR Standard Base use an uncommon IBL encoding: it uses RGBM by default, have to change it to sRGB or Linear (probably Linear given Substance is also Linear)
The default UE4 sky is a procedural blueprint so you could use that as a starting point? If you don't want to figure it all out by yourself you could look into this for example [ame] https://www.youtube.com/watch?v=lwi4K4x0Q3k[/ame]
by uvs you mean it have the displaced uws them yes as I said they are very faint,but forgot to add that when I increase the value form the default 30 to 100 the model looks too dark,like if a shadow is casted on it
New BIG update guys ! :) So, right now I havent touched the face or body skin. It's still default parametres I need to polish a lot of things till' being able to call it finished, but I'm getting closer !
Choose Bumped Specular or something like that. Forgot the name, but anyway, that's what you need. You have to keep the specular on the alpha of the diffuse though. I don't think you can use 3 slots for that on the default Unity3D shaders.