I like it, the neck piece is especially very cool, nice clean sculpting. I'd say maybe saturate the purple on the outside of it a bit more to match with his default stuff, I don't think it will negatively affect the overall look of your set and it will make the pieces match better with his default items for people who only…
Window > Settings/Preferences > Preferences > Settings: Modeling > "Polygon Tangent Space" : Default Coordinate System (Options: Right Handed 'Default' / Left Handed) What version of Maya are you using? Because Transfer maps seems to generate normal maps properly for me (at least they display properly in both xNormal and…
There any way of using Vray Fur in 3ds max with splines instead of just maps? I managed to use splines thru the default "hair and fur modifier (wsm)", applying a mr shader with vray hair material and the effect tab/hair and fur using mr prim. In the link there's a example With VrayFur (right) the tip of the hair seams more…
just use the highest SSAO quality instead of default one. You cn change that in the default postfx chain. Set you grass normals upward and put a 0.5 value in transmission mask, that should help sell it. Also, get a ground texture that meets the model color or the oposite, and dont overdo the DOF, it's mostly killing it…
But...but I spent all this time taking screenshots for a walk-through :( Cheers though :P AUV Tiles works as well for UVs, so I'm guessing other UV options might also do the trick. Not sure why this is though as the default UVs in 3.5 seem to work, and I can't see anything wrong with the UVs when exporting a default plane…
This is what works for me. System -> Preferences... -> Accuracy and Units Unit System = Game Units Default Unit = Game Units Meters per Game Unit = 1.0 Up Axis = Y Though I did make some changes to the script so that when I export my models they face toward -Z in Modo and face forward in the default Unreal model browser…
To my knowledge, linear workflow has nothing to do with those settings you refer. Linear Worlflow will only affect color inputs on your object. In Maya 2016 color management is much easier. You shouldn't worry about it when rendering a pure mi_material. The viewport already use sRGB gamma by default. And color inputs are…
^ It always is for me i think you can save a default material that is probably why mine is default though i never had this issue and i play with every setting like a derph =) to get it looking the way i want. There is a marmoset link area usually where the developers hang and answer any concerns, i know you are aware of it…
UDK is in cm by default, so 1 unreal = 1cm no idea what's up with the camera sounds like a bug, it's not default behavior. Normal maps are finicky in UDK, I'm assuming you have breaks in your UV's per smoothing group. Make sure your Y channel is down, and import with the TC_normalmap with compress no alpha checked. If you…
It's been a while since I've done any hardcore modelling in 3dsmax, but I used to select an edge ring (my hotkey for that is R, not sure what the default is), then convert the result into polygons (CTRL+4, I think it's the default hotkey). That'll give you all the polys in a loop. No idea if the releases newer than 2008…