Finished UVing and texturing the hair. I also added some normal map support to the hair shader. A fairly uninteresting test, but the left plane is using default lit shading model with normal map, and the right the hair shader with normal map.
Last time I started in Zbrush from scratch everything looked strange, then I realized that the default fov was at 90... 50 is a better value, you shouldn't have a lot of difference with other soft. the fov can be changed in the DRAW menu.
Hi Ribek, sorry for late reply! When you create a custom material you can set how large texture is in real life, default is 1mx1m (100cm) It can also be due to texel density, what is it set to on your project?
I was using the Nostromo In maya for a bit The speed boost was fun and massive buuut I gave it to my cousin because i had just got a new keyboard I hate using the default keyboard shortcuts for any game or program.
If you always bake in XN you can change the default tangent space to XN so you won't have to bother changing it. Go to edit->preferences and swap it there, and then every new mesh you import will be set to XN tangent space.
Without a picture, it's hard to guess why it doesn't show if others are. Something common with the maya cameras is the clip planes (specifically the far clip plane). Try changing the Far clip plane to something larger than it is (default 1000, try 1000000)
Unity only supports 4-influences pr. bone but will often default to 2 influences pr. bone (dno why to be honest). Double-check that you're using 4-influences pr. bone on your skinCluster in Unity. If not, the geometry can collapse.
It might be related to precision. Cryengine by default only uses 16-bit float precision, which will cause distortion with certain assets. I think there is a way to up it to 32 bit in the newer builds, but not sure. You might check on the Cryengine forums.
Well, it's in the quixel page tutorial and that's what the tutorial's author directed us to pick. Unless the "Metal Grime" was a custom preset of the author who made that video tutorial ... that may explain why the presets that came with Quixel default set didn't have it.
I have this problem with some of my inserts too. A workaround is to go into Picker > Orientation and click once on the "pencil" icon, which defaults to screen orientation. Hopefully someone knows what I'm doing wrong when making them, though.