Not really xnormal related but.. A turn to poly modifier set to force convex faces generally deals with this if you dont want triangle output (eg. If you're going to maya using fbx)
Sort of related to this topic (I guess) there is an issue while using tangent space normal map for mirrored objects: Is it a bug or it's from my side? BTW thanks for all the amazing stuff
I think it depends on the company, but sometimes you can ask if you're allowed to display work related stuff on your portfolio. If not you can totally throw a disclaimer in there and people will get it.
Once you have committed an item to the work shop and you want to make an adjustment to a file related to what you have committed. Is there a way to re commit adjustments made to the files?
EQ, I just had to say, your photography-related posts are always such a pleasure to read. I think any aspiring photography hobbyist would be honored to have you as their mentor.
Bishop: not sure if that's actually related to astigmatism though. I say this because both my eyes are astigmatic, yet I also perceive more of a blue overtone in one of my eyes.
No, but having a traditional art background will definitely help. Additionally I'll drop this related write up here which may interest you, just provides a point of view as to the reasoning why.
what i ment was that i was moving the pivot point not realizing it has nothing to do with how unreal imports the pivot point. It has to do where the physical model is in relation to origin
Thanks guys! <3 @foxclover: I'm intentionally going to avoid doing bug related things for awhile. The bug fixation just sort of happened on it's own, I need a change of scenery. ;)