can't see a material attribute anywhere :-/ What happens exactly, is that I can assign a new material - but the default lambert still stays by default. If I export as fox and reimport it works fine, but then I loose all my crease sets :(
In Marmoset I had set it to Default Tangent Space: Mikk Default Tangent Orientation: Right-Handed Strangely though, if I toggle these options in Marmoset (in the Preferences and in the mesh) I see no difference whatsoever in my viewport, which is confusing. They seem to have no effect.
Yea the copy paste POSTURE will only copy rotational relationships between the pieces and ignores world space. Copy paste POSE, can include Position data for the COM only. If you want the feet to operate in world space you need to use planted keys. But I'm glad you got it working. If you're happy to leave it at that, cool.…
You have two UV sets on the object. The default upon creation and the one you made. Maya doesn't like to delete the default. Select the cube>select UV set map11>polygons>Copy Uvs to UVset map1. Delete the not needed UV set.
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
Sorry y'all. Vanilla should have changed default notifications for new users only, not ALL users. It should be reverted now. But... that means all our Notification settings are reset back to defaults. (!) Please check your settings. And sorry for the mix-up.
Just a heads up, in Substance Designer 2018 + you now specify the tessellation through the material definition: Materials>Default>Definitions>Physically_Metallic_Roughness>Tessellation Once you do this, the Tessellation Factor parameter will show up when you edit the default material.
I'm gonna take a wild guess, you used a default zbrush cube and didn't remesh it before sculpting and painting it with symmetry on? The default zbrush cube puts poles at the center of the Z axis faces. Just dynamesh and turn off symmetry for texturing.
Like Gavku says, O will make it go away... O is the default key to toggle "Degradation Override" on and off - you must have hit it by accident, it happens to everyone. I still have no idea why that's a default, easy to accidentally hit key.
If you click on the image to view it 1:1, it represents the default zoom from the game. The net itself pretty much disappears, but the ropes are readable. I did a few iterations on the rope thickness and spacing between the strands, checking how they appear from the default camera.