Looks like a fair start. I'd suggest pictures that aren't so weird (white background, green default material, cropping cutting off pieces). The small widget details look good, interested in seeing more bigger shape detail.
Yes, the entire world pipeline for ssx1 to ssx4 had to use Z up in Maya. Does not cause any problems I know of but it is a hassle trying to think in Z up and default planer mappings are reversed from what you are used to.
Just make sure your ram all share the default timings / speeds. Of course, basic quality is good to keep the same (don't buy value ram and OC memory and plug them in - this would work, but there may be problems down the road).
You may need to set up the brush options in Photoshop to make the pressure sensitivity affect Opacity (it defaults to only have pressure affecting Size of the brush tool) The options for the pressure sensitivity should be along the top toolbar, near the right.
Why this was still eating at me is a mystery but I went on a journey through the bowels of stack overflow it emerges that this is entirely possible in C if you don't implement the comparision function in a way that accounts for the negative number (it defaults to doing the comparison in unsigned space if one of the two…
I think it'll always scale from its origin, which is defaulting to the averaged center of the uv shell. There may be a way to grab that origin and snap it to a vert or location so it'd scale properly to what you'd need, I'm not too sure
What method of antialiasing are you using? If you havent changed the default then its TAA and it should not allow aliasing like that. Another thing you should check is the quality setting and set it to cinematic. If all else fails just change the camera angle.
@iam717 : this is unrelated. @sbstndc : unlike any other type of texture, the colors in a tangent space normal map depend completely on the orientation of the UVs. Make the following test now : take all your UVs, rotate them by any amount of degrees, and bake again. All the colors (except the default blue) will be…
Does this happen if you start with the factory settings *.cmd file? If it's not a bug then probably some setting you done to your material or the object's color alpha?! As far as I know the default Modeling tab uses a different material draw or render mode
So I figured it out,when you import the fbx. file there is a setting where there is an option whether you want the software to change the normals or not. By default is change. When I switched it to keep the originals it worked fine! thank you all for the answers