Open up the mesh in the static mesh (or skeletal mesh) editor, and enable "use full precision uvs". This is needed on large meshes with high density relative to its volume.
If you enable the pie menu on the Z key, you can hold it and flick up to disable overlays which is the same as hitting the icon in the viewport. It works in Edit mode.
@FireTruck in that case, add a deformer item to your models, select the cage morph map in its properties, and enable "Show deformers" in your viewport preferences ("O" by default)
Ok, here's the solution for all modo users: preferences - File I/O - Wavefront I/O and enable "Save meshes as Groups" others not need Now it will works :)
Consistent Colors = Flat Shading. If that doesn't work try setting the material to 100 Self Illumination. If that doesn't work enable Display tab > Display Properties > vertex colors
I have this same issue, and have determined that it is related to refraction. If you have refraction enabled, it will cause this clipping. I can't figure out how to remedy it, however.
Okay, so some places will have an option to enable the tits and baby-killing? http://www.thatvideogameblog.com/2009/10/26/dantes-inferno-scaled-back-during-development/
is there a equilvenat for maya 2012. in maya`s fbx export options i got the same export Tangets and Binormals option but im not sure if there is a way to enable qualified mode.