The edit normal modifier is pretty much what you're looking for. Check the help files, but you can manually rotate each vertex normals, align normals between different objects... Blue normals are the default ones, affected by the smoothing groups, the green normals are the edited ones (or "explicit") thus not anymore…
Thanks guys! We're working on that. The reason we don't want to have it as default is for cross-platformers. We're working on making both Mac and Linux versions as well and want to keep the controls as similar as possible. We'll try to figure out a way to have some kind of Maya/Max/Modo-control setting for Win-users…
okay ! I have found out what problem you are having, as you can see here you can set a preset for Quixel Suite to use, you have currently set it to Dota2, which generates the Preset Textures you get in DDo. Just change this back to "Default Materials Preset", and the problems will disappear.
Thanks your kind words everyone! @Prime8: Yes, it still needs work on it, was thinking of doing its bandagey texture in substance painter instead of zbrush. @GravityBwlast: Clothing matcap is called fastshader (its a default matcap) with about 70% black applied. I stumbled upon it a while ago, its very handy for clothes!
Another question I had for you more adept Maya users than I... what is the best Angle of View to use in Maya? I used the default 53 or whatever the Maya camera has and it looked very awkward and warped for me. I sculpt with it set to 28 in Zbrush. Does anyone have any recommendations?
Ahh I see, by using more than one position XYZ in a position list, all the non-default ones are done as offsets. That means you could have two animations playing on top of each other which is real neat. Not something I have a use for at the moment but wow, super useful. Thanks! :D
The timber damage was just hand painted with the standard default brush on a height layer. Nothing special. Any height/normal details you paint are automatically comped onto your final exported normal map. You can view the map when you press C to cycle through your channels: normal + height.
I'll play around with that TB. I've been trying to get it with a 2 light set up using final gather but not GI. Are those area lights similar to Max's Free Direct lights? MR's area lights emit light from a point source and not a rectangular source. I take it they're at default setting ie. no attenuation?
What matcap are you using? If you're using the default red wax or something it is bound to look kind of messed up. There are some zbrush materials designed specifically for polypainting, they're pretty much just white I believe. Lots of people have made custom matcaps that are good for this too that you can find online.
Apparently this is the solution according to Customer Support: We're not running with a "Professional" Graphics Card. https://knowledge.autodesk.com/sites/default/files/file_downloads/3dsmax2017AUG_GFX_Results.pdf And now I'm getting random crashes while working in 3DS Max 2017. This software has really gone downhill. I…