I'm sure exactly what you're trying to do, but there is no feature to match your material or lighting settings to Substance Painter. That said, you could use the Template Scene and Template Material features to set up a default scene and material to cut down on repetitive work. For the default scene: create a new scene…
Try these exact steps and you should output a perfect bake from SP: The usual basics of good uvs, triangulated mesh, high-low matching closely. Apply averaged smoothing to your model in Maya(in Max this would be a single smoothing group ) Export .fbx with smoothing checked and tangents/binormals UNCHECKED Import to SP and…
Agreed. Having it as a mode that is independent of the modifier stack would really help, leave the modifier there if people like working that way but at least realize that there are times when the stack can't be collapsed and people still need to tweak UV's without bloating the stack even more. Unifying the keyboard…
Who, me? Well the first question is, why? Do you really care? I am not talking about a fresnel in the sense of rim lighting or what you would normally do with it, but using Schlick's approximation for better specular highlighting on stone. http://filmicgames.com/archives/557 is what I was trying to get at with UDK custom…
I turn it off and save a blank scene to the 'c:/program files/3dsmax/scenes' folder as "maxstart.max", that way it loads up with Gamma/LUT turned off every time I load max or reset it. On the odd chance I need it turned on, that setting is saved into that particular max file and turns on when that scene loads. They kind of…
not all translucent material types cast shadows - there are a a few different options that all have pros/cons the not drawing thing is a little odd - does the object disappear if an opaque material is applied? unless the asset came from the marketplace or whatever I wouldn't expect this to be a lod issue - the default…
The thing is that cutting of the search distance is giving a 'false' result, while what is needed is a different curve on the black and white transistion Here you can see that its a really big difference in quality: (Default, Photoshopped default, cutoff) From my knowledge is my photoshopped version closer to ground truth…
http://www.hippydrome.com/ This would probably be helpful. All kinds of good info burried in those images. Weighting, pivot placement, range of motion, mine it for all its worth. I get the best deformation when joints are placed right down the center of whatever limb/torso with little regard to where actual anatomical…
2. Procedural skyboxes in Unity (for example that default one that is active in the startup scene) are affected by directional light's (sun's) rotation. You can change the time of day by manipulating it. You can plug one to that skybox in the lighting tab (Sun Source field), though if you don't, it just takes one of your…
There are a lot of interesting points on this subject! I have been telling myself forever now... Once I get some free time I am going to learn how to make scripts. I looked into the context sensitive hotkeys and it sounds truly amazing, but a bit over my head scripting-wise atm. I can't help but disagreeing a bit on the…