The only significant difference for Toolbag 2 to Toolbag 3, in terms of the material system, is that Toolbag 3 uses the GGX Reflection model by default. I'm not sure what sort of options you have in Substance Painter, so it might be better to ask this question in the Substance forum.
Default Scanline. I believe right up until the latest version, it was the only renderer that was supported in RTT - with Arnold supposedly being supported now. I've never used Arnold but I tried switching to it for RTT and 3ds Max just spat out an error and crashed.
Y: try switcher, really. No need to force oneself to use inferior navigation schemes when there is a better one out there. Max's default sucks and is RSI inducing (mmb pressed all the time). Maya's relies on a much lighter setup for your hands. Health > theory!
I run out of memory frequently with 8gb just doing illustrations in photoshop, even if you have history states set to the default of 20, flipping the canvas a few times while working at conservative print resolutions will rapidly absorb all your available memory.
Right picture is with consistent colors because I don't like how it looks with 3ds max's default lighting. I'll move everything into unreal and put proper lighting after I texture the rest. Hopefully it wouldn't look as shitty then. >< CCs and advices are always appreciated~
Yeah I'd agree with deleting history. Also try selecting all the verts involved and use the merge tool with default settings. If that Fais I've even had to delete the whole face I'm trying to spilt and then Mesh> Fill Hole and then try the Interactive Split again.
It was a bit of an odd question, but you know how it is when something is confusing and you just can't figure it out. I've got the great result I wanted by simply RTT as usual with the Default Scanline with Lighting and Shadows checked and then multiplying an AO over the diffuse in Photoshop.
I baked using the default Mudbox normal map settings. I know there is a problem with the low poly which is why the high poly has issues too. I loaded the obj into Marmoset and it also displays weird shadows. How do I fix this in Maya?
I left the Xnormal Cage at it's default setting. I also tried making it bigger but came out with exactly the same result. I'm not sure that the issue is with Xnormal though although I may be wrong. This is the rock in toolbag with no texture or normals applied and it still looks the same.
Hi guys! Sorry for the late reply, somehow this thread sliped under the radar. When you create your projects, beneath the input map, does it say "Clean grey preset"? If so, click the dropdown menu to the right and select "Default materials" and that should do it!