"Reimport Static Mesh" will use the options from the last time the Import Dialog was used. Unless you haven't opened that session, then it will use the editor default. I wish it remember the last used settings for that particular asset. Maybe it's supposed to, but it doesn't.
Looks very clean, and similar to the meshes I've seen from Need for Speed Most Wanted. http://www.speedhunters.com/wp-content/uploads/2011/11/aventador_front34_solid_texture_wire.jpg http://cdn.www.needforspeed.com/sites/default/files/imagecache/inline_content/page/images/08b.jpg
Hello everyone, I started working more on the default arnold SSS shader, pretty much focused my effort on the skin. not satisfied yet with the skin, there are some weird artefacts in the displacement I need to fix and refine the skin texture as well.
It's strange because the cubemap form UE3 ( the one on your screen ) works fine on my side. Neox : Yeah agree but this not affecting the mip at all ( in my test ). UDK set it to wrap for some reason ;s by default. Maybe that could help.
Optional - There's a setting that multiplies the sun intensity. ‘Photometric light scale’ in Maya. By default it's set to 20. Set that to 1 and your sun will act just like a normal light. Or you can lower the sun's intensity to somewhere around 0.004-0.005
if he isn't using specular map then it can't be a specular issue. by default vertex lighting will be on if you don't have second uvs. so if the lighting bakes and you rotate the planes you will get something similar to what he has in the photo.
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.