We've seen this issue a few times, Mrdesson - it's something we're having difficulty stamping out. Could you please run DXDiag for us and send the results to jonathan @ quixel . se and sameer @ quixel . se? We'll try to get this sorted out ASAP. Sorry about the trouble!
i have sent you the maps, i kind solve the problem by unchecking metalness box, the texture isnt blurred anymore, but then im having another problem , how could i output pbr workflow now(sorry if it is a noob question)? i would like export to unreal.
Oh, sorry I forgot to tell you that you don't need the full version. There's a Keyshot For Zbrush and a bridge which is only $149 https://www.keyshot.com/zbrush/ You could use alpha to create surface details yes. Grassetti is well-known for doing it manually tho :D
does the 2 hours factor in the download time after purchase? what if you buy a 15 GB game and have slow internet and it takes you that long to download? Or is it 2 hours play time? I didn't read anything so I'm clueless, sorry if this is an obvious question!
Thanks! I'll look forward to correct the neck issue. I plan to make the entire character eventually. This is a personal project so no need to go fast. For the bad talking. Believe me or not I learned english watching movies and TV shows. Swearing is almost unavoidable. Sorry about that.
I think there was a specific ZPlugin that allowed the bracket keys to adjust brush size. Without it, I think they weren't able to be bound as a regular hotkey. Sorry I can't give much more than that right now, I'll follow up when I get to my computer.
Sorry to jump in, but looking at these packing plugins, they all seem to do a great job of making your UV's a complete minefield of indistinguishable geometry. Why would anyone want to pack little bits so tightly everywhere? When they can just lay it out themselves in a logical way.
Sorry to bump this thread again (double post), but did anyone got a working argument for custom output directories. I tried many times with various settings but nothing seems to work. The window opens but points to the default output folder. Example: @exportFBX.py D:/UnrealEditor\Imported\Meshes
Quick question, sorry if it's been addressed somewhere, but will our subscribed threads remain intact or should we bookmark those before the change over? New design and features look nice! I'm trying not to be a crotchety change-adverse guy about it at least. Thanks for all the hard work!
Sorry i gave the impression of bad attitude. I see The irrelevant info/suggestions (including this post) are entirely my fault for not giving a specific example/situation in the first place. I Think that's more due to stupidity and bad communication/forum skills than bad attitude though.