@frell - that's just the default round brush. I turn off the pen pressure on the radius so it's the same size all the time. other than that, I think all the settings are default.
well its the default shortcuts, so its not realy his fault. but yes default shortcuts suck pretty bad. also this is missing the most important shortcut: SPACE to lock scene
You need to bake all the default Substance painter maps to be able to use substance painter properly. It's all in the default baking dialog. Just tell it to bake all of them.
are you using the correct camera to render from? in MR render settings you can set which camera to render from, and by default it uses the maya default "persp" camera.
preserving the embedded profile on an image with no profile 'should' leave the values alone and that's what you want. If marmoset is applying an sRGB transform to the values at export (this is unlikely) you need to resolve the issue there, not in photoshop to determine whether that's the case or not, open the file in…
I just did a 'clean' and it was pretty much perfect as it was ^^. Exporting options from max i checked the boxes to; Smoothing groups (was on by default) Tangents and Binormals Turbosmooth (was on by default) Convert dummies to bones
Sounds like you're in object mode for you're move tool. Try changing it to world. ALso by default Maya should be y up unless was setup that way by you're TA or default install.
I don't mind the control )) That's great really. I wonder why the DEFAULT result of this operation is unusable. I mean you may rotate CCW / CW, but the default twist is optimal instantly.
just be aware with UDK, that anything you plug into their specular, defaults back to blinn-phong, and diffuse defaults to lambert. if you use custom lighting, you can't use their lightmapping tools or anything.
That is essentially what I was looking for. Sounds like it'd work reasonably well. I'll testing it out. Default lighting do you mean the default lights? Or the environment preset levels?