Ok some more work was done and experimented with some lighting. All objects were smoothed and shadows enabled. I am in the process of UVing and texturing soon.
Orthographic view is enabled by pressing P. This switches between orthographic and perspective. J K L I navigate left, down, right, and up, respectively. :smile:
Well... with reflections, final gather and bounces enabled the environment (big grey room) will be reflected in the object with the reflective shader. Could it be that these reflects are washing out your color?
Or if you have Max8, it should display it in the viewport if you enable DirectX Display of Material, and put the glow map in the Self Illumination slot, with the "Color" checkbox ticked.
I am wondering if this is supported in ue4? Seems using dither opacity with masked materials does not enable transparent shadows or should lightmass replace node be used?
Hey guys, Quick question. Substance Painter isn't baking AO information from the instances on the model. Is there anyway to enable this? Example Thank you all in advance!