Well after going back and applying a few extra polygroups they seem to have exported just fine. Looks like I had to apply polygroups as last step before I exported even if there were already polygroups. I didn't reapply a group to the tail of my horse even though it was already in its own group yet that still didn't…
If you want it smooth, use the soft brush? Same things that applies to regular painting applies here as well. Start big, go small, from general to specific. Sounds like you're trying to do equal polish over the entire surface which you wouldn't do in a painting where the focal points would get more polish than the rest.…
AFAIK they're improving hand-editing of masks currently. What you can do now that works quite well is start off with a basic Dynamask (which is excellent) and apply the mask, then edit the mask itself in photoshop, using say the albedo channel. Then, after hand editing the map (For scratches I'd use dynamask to get a nice…
I'm surprised not many people have brought this to Quixel's attention as I've heard at least a couple people mention this missing feature in passing and how it is a major flaw. I've just compiled a couple example screenshots below. As you can see the object on the right has a seam separating the two faces, while the left…
They're done in UE4. It's just some planes with a texture applied. I'm not sure what you mean by, the view from outside looking in? Hey, thank you! :) There's no post done in Photoshop. Everything is done in UE4. The Post Process tools are crazy good. The lighting is really simple: There's a main directional light, for…
I would only do that if said person sharing the information makes shit look cool - investigate before accepting it. Talk is cheap and lots of stuff is said by people who even if they know *exactly* how something is supposed to work have no work to proove they can apply it - which is a big problem. I want information that…
Here's an older video for applying a shader. I kind of butchered it back then so it might make it look harder than it is. If you have a .fx or .cgfx you should be able to drag and drop it onto the mesh as well to make the process even quicker. You'll have to give the model tangents first (get > property> Tangent). I don't…
"Failure is not an option" is a terrible advice. It only applies to dire situations, say you're in a war and failing is the thing between life and death. If one applies it to art, (s)he can screw up big time. Failures are a pavement to success. "Watch let's plays while you're making art". Yeah, right. You'll be very…
well, i once made some clouds having baked in lighting and there was a technique that might work for you. 1. unwrap your model automatically 2. render to texture your vertex color 3. change the map in photoshop (hue/saturation) 4. import the new texture into max again 5. apply it to the mesh 6. apply a vertex color…
Agree RE materials :) I'm looking at the Rotunda, but I think I see 2 main things that could really help your chances: * Lighting & Composition - seems like there should be something important in the middle, also better lighting - look at cinematography that has much the same objects/materials of the era * Methodology -…