^ This is correct. After effects always assumes 30 fps unless you change the default in the preferences. You can also change it by hitting command*option*f and changing it in that window pane, which is the same thing just with shortcut keys.
Deselect all faces, then pack. Also, put a grid texture on your model. These grids are better than the default Checker: http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Map_Grids If you use a grid with circles, it will be easier to see distortions, and pixel sizes.
1. "Next Modifier" and "Previous Modifier" under Ribbon-Modeling 2. I'm afraid this is hardcoded 3. "Slice" under the Editable Poly inside Main UI group should work (default shortcut seems to be Ctrl+Shift+Q)
Beautiful. Love the ejecting shells on this, makes it that much more believable. Are there any other scripts you'd recommend for hardsurface in maya? I'm working in default settings at the moment and find that my work is a bit slowed down by lack of hardsurface tools.
By default the blending for height is set to linear dodge so under details in the height will propagate. Select the height channel and set the blending of your layer to replace , if you are inside a folder you also have to change the blending of the folder to passthrough.
Don't waste time playing with lighting and rendering in your 3d package, you'd be better off just importing assets in an engine such as UE4 (very easy process) and then even with the default lighting setup your work will look much better.
With automatic LODs (which I believe are enabled by default...?) I was getting heavy FPS drops. Are you sure that's the best solution? =o Is there any tweaking I should do to improve the performance of UE4 embedded LODs system? =0
100 is the max. ZB features are entirely based on the native scale.(this can be gauged by the grid size/unify/default primitive sizes) So if your subtool is too big in relation then the rad symmetry will obviously need to space further to accommodate.
Looks like a default flat projection. Are you sure you're on the right channel ? in RTT>mapping coordinates>use existing channel >whatever channel you've unfold on. Changing the resolution shouldn't have any impact, atleast never seen that...
I have had issues with Viewport 2.0 where all my joints just went bezerk when I moved the viewport, it was only a visual glitch but was hard to look at. As Mialx mentioned try legacy or High quality default.