Im a Modo user from Maya as well. By default it doesnt assign zooming with alt+RMB, you have to change the input. Go to system-input editor-change the viewport option to 3d and uv views:navigation-click the tab for alt button-select alt+right click and select zoom navigation.
The main issur here is that the only detail you have in your normal is very strong, very thin lines, and the default curvature setting doesn't really work in this case and all the artefacts due to the low poly mesh are overblown. Reducing the "Details" slider to 0.05 will give you a much cleaner curvature.
Using the same skybox will help. Looks like the one in 3DO isn't set to the default UE4 sky. Ensure that GGX rendering is enabled in 3DO (found in the Options tab) and make sure your non-sRGB textures (e.g. everything that isn't albedo/base color) has sRGB disabled in Unreal.
Thanks for quick reply. It works, but I've already made some tests, and it occurs only to the diffuse texture. I think it is caused by AO map. When I import diffuse texture without AO and AO map separetly and multipled it inside material editor it works fine with default compression settings.
You are declaring your Text as a variable. But in C# variables are set to private by default. And you are not putting anything in, so it can't find anything in there and throws a NullReferenceException. What you could do is put public in front of your variable so it becomes visible in the inspector. Then just drag your UI…
If it's for the Unreal store it should work by default with their skeleton sizes. Conveniently 1 Unreal Unit corresponds to 1 cm (used to be different in UDK) so you should go with real scale in cm. I'm not sure what Unity uses, but the same should apply ie:model in a scale that works out of the box.
I know about the defaults but I dont think you need anything that drastic. I was thinking of just a popup menu with a list, because sometimes you have things changed within menus, you may not go there often, but may not realise the setting is affecting your program in some way.
May i ask, did you model the base mesh from scratch; and then sculpt on this? or did you use a default... im making portfolio work and dont want studios to get the wrong impression; ive made my own base mesh... but its not excellent... good - ok mind but not excellent...
yeah its set to export as 2014/2015 Crashes as soon as u click "open" on file select when importing. without collision Settings ive tried with default and with move to origin and use object name. both same result. attached schematic view after reimporting into max. and settings image.
it is indeed as simple as putting a folder somewhere and having everyone point at it. You don't want it to be your default shelf though, I forget exactly why tbh. iirc I copied the original shelf directory and deleted all the files inside it for the one we use at the office but I'm sure that was unnecessary.