Your layout can be completely different between channels(although UE4 uses the base 0 channel as the normal directions so you can't rotate islands without lighting rendering errors on NMs) this is how lightmap uvs are utilised. The texcoord node in UE4 allows channel lookup.
ha ha no worries, thought there was something odd. If you can't set up the UV area to be distorted just scale the UVs vertically by 0.5 in a square, its the same in the end anyway, e.g. UV's are just numbers from 0 - 1, its the texture that dictates the aspect ratio.
Either do as throttlekitty suggests and create a group, or you can change your Rotate Tool settings to have similar effect: https://www.dropbox.com/s/vv0sbe8c0nrzd3t/2017-08-22_22-08-50.mp4?dl=0 You can edit your pivot during this too.
Looks great, but can you show us an angle that more closely represents the game cam? From this angle anything before the 0:04s mark looks like her feet are way too far apart, but it might read way better from a top down perspective.
In max go to Tools > Channel Info, then copy id 0:vc and past it over -2:Alpha - that will copy your vertex color values to vertex alpha. Afterwords right click on your vertex color channel and clear it out so you aren't storing the extra data.
That's because you have a version of mudbox that doesn't like Quads (like one of the beta versions). You either need the final version, or you need to make sure your mesh is 100% quads. Easiest way is to just pop on a tesselate modifier with 0% tension, set to quads.
Im thinking above poster is right and it could be your rays but you dont necessarily need to jack it up. I'm not too familiar with mr in max but look for the fg filter (default 0) and set it to 1 or at most 2.. This should clean up your splotchy ray hits.
I never even thought to add some pure whites or blacks to get punch up the spec contrasts, I always thought 0's and 255's were a no no. I'll definately have to give it a try with the next vegetation I make, thanks a bunch Spangles! :D
Hey Krisonrik, you're really posting in the wrong forum for critique. http://boards.polycount.net/postlist.php?Cat=0&Board=2 is what you want. This forum is for 2D/3D issues. Perhaps a mod would be kind enough to move the thread? You'd get more responses in the correct forum.
You could try to make a solid mass with a few stray dreads. I've always liked how this was done: http://www.gameartisans.org/forums/showthread.php?t=15794 really simple sculpting process too: http://xmages.net/storage/10/1/0/e/2/upload/6c7aff6b.jpg