Hey guys, I have a pretty weird issue with my 3ds max 2016 right now. After transforming my objects, my camera always snaps to nowhere. Its pretty annoying and I cant really work. A few days ago i resetted my max to factory settings, maybe there are some strange settings. Is there a setting for this shit or is it just a…
I've plugged in the textures created from Quixel Suite to the respective material nodes in UE4 but for some reason the texture comes out super shiny. I've read posts about others having the same issue and I've deselected sRGB for my spec/gloss maps and changed the nodes to Linear Colour however the texture doesn't change…
Hi, I read the instructions on the Quixel Wiki page and it says that the curvature/cavity map is the most important input. I understand but to my understanding cavity and curvature are different things. Cavity is a grayscale map but curvature can be a red and green map showing the convex and concave surface. None of the…
Answer = hold shift at same time you begin mmb drag and it constrains to the suggested axis direction If you click the box in the middle of manipulator, you can move selection in camera space. If you click the red arrow, you move constrained to the x axis only. Does anybody know a way that you could move in camera space,…
Hello, I'm trying to create a project in Quixel with 2x1 textures (4096x2048 specifically, though my material IDs are 8192x4096- I don't know if that is a problem) When I create the project it always rescales to a square and I can't find any settings to stop this. At this rate my textures will end up stretched. I've been…
Since this thread is long, I suggest adding a "[Solved]" to the thread title to avoid people reading it all imagining you're still with a problem. You can do this by editing your first post.
So. After a few days of testing and talking to people, it turned to be a memory leak, though not Substance related but Razer related instead. Strage enough still, it only happened when using SP. Anyway. For all of you interessted, this is what solved my problem. 'TheObsidianPickaxe' nailed it!…
Hello, I don't know what happened to my model. I don't know what I've pressed but this render preview really looks weird. I tried searching for solutions on google but couldn't find any as I don't really know what's going on here. Please help, thank u.
I recently baked out a color-id map from zbrush using grabdoc. The texture is a tileable texture with several limestone rocks. My question is pretty simple. Why am I getting individual colors? Similar colors should be grouped as a individual ID right? Can someone please explain what I am doing wrong.
I'm currently having problems with baking in Toolbag 3. In the images below, I have a model which should have straight and uniform normals, based off the floating geometry in the high-poly model, however, the result of the baking process is wonky normals which definitely aren't straight. This model was brought into Toolbag…