Is 2012 not an option? I always chose to run 2010 instead of 2011 at work. I felt that 2011 was really slow in general. Didn't really give any hotfixes for 2011 a chance as I figured they would not solve the performance issue. 2012 however feels better in this aspect imo.
That only works if you choose co-op or multi, but in campaign mode, nothing... you don't have the option for the fov. In Multiplayer or co-op the max is 90, and it's the acceptable, but in campaign mode.. bluarrrghh! They must do something to solve that for the campaign in the PC version. Playing it produces me headache.
SOLVED: I remade the file from scratch, and it wasn't having the same issue, so I compared the render and material settings and found that I had toggled on Transparency > Refraction in my material. Turning it off gave me back the proper shadowing and light affects on the model. Thanks!
Thanks guys, your feedback has really helped me to solve some problems of my textures. I appreciate that. Now - step 2. Spec map has become a little bit darker in order to look more like refs. It looks better than previous image?
Edit: nevermind. Thanks very much for your help that last code worked I had to declare blank strings before the if statement for it to work! Solved. :) I agree, I didn't understand how much you could do with MEL and improve tools before starting to learn it.
It looks like you have the UV pinned. In the UVEditor window try going to the Polygon dropdown menu and near the bottom click the tool called "Unpin All" That should clear the pinning and let you move your UVs freely. Let me know if this solves your issue.
This. Even ones that don't have a desire to get detailed and complex with 3d work can easily take advantage of blocking out a environment or vehicle in sketch up or a more traditional 3d program, it saves time, it gives them less work to solve visually, and the model can be passed on.
It seem to this every time you do a negative scaling with Viewport 2.0. I found that by freezing the transformations after negative scaling solve this problem! Just be sure not to do your negative scaling on a group or you will have to unparent you mesh before freezing them to correct this problem.
A reinstall of the Quixel Suite did not solve this problem. So I thought that perhaps the noise is sampled from some other workfile, but that doesn´t seem to be the case (I´ve run nDo with only one workfile active - and also tried creating a map from a file/the clipboard).
I agree, your a problem solver. In the industry, people love it when you can solve problems. Both technical and creative. You better be hired soon...can't wait for your reel. Thanks again for all your tutorials. I'm learning so many new workflows.