On the panel menu, Shading>Bounding box. Everything will be displayed as transparent boxes. Or if you want to show only the bricks as bounding boxes, go to the Attribute editor, and search for "Drawing overrides" section. Enable "Overrides" and choose "Bounding box" on the "Level of detail" field.
I already check the nGons for the LP, not the HP (because it can be very long). I will probably add an option to enable/disable the nGon check for the HP then. (Or even a direct button, select an object then hit the check nGons like in my froTools script.)
If you want to rename this to Thane's dumb questions or "beginner questions" thread, go ahead :) Heres another, sorry. What maps should i work with or is there a guide to choosing which maps to enable for specific engines? What is the "roughness" map called in Quixel?
Hmm, no not yet. I just posted it here so far..is this a known issue? But luckily I still have the autosave enabled so I can get the previous version and just redo some of the lost work done after the autosave version..
Find this file …\bin\assemblies\Autodesk.Max.StateSets.dll (example for path – C:\Program Files\Autodesk\3ds Max 2015\bin\assemblies\Autodesk.Max.StateSets.dll) and Rename it Autodesk.Max.StateSets.dll.back p.s. before that you have to enable to view the hidden files and file extension" This worked for me
New: And notice that when you play with out "game mode" with out any body, collision looks like works perfectlly, but when you enable game mode the collision changes. Like in all pictures. Can it be that's this problem is just in editor's mode?
Apparently can be solved (for the most part) by baking with ignore back-facing ticked within Xnormal. Or for 3ds as Joe 'EarthQuake' Wilson puts it "by disabling shadow casting and enabling backface culling on your floater object, by going to the object properties or something." [sic]
It's the lighting, the IBL on the right is a lot warmer and has it's irradiance computed. Try importing your HDR map and setting it there, then rebuilding your lighting in Unreal. IIRC you need to enable Tessellation shader switch in Unreal for height maps to work/make sense.
arrangemonk: you can take a look at my (toon) shader.. it supports several texture slots you can enable/disable .. including lightspheres and diffuse I hope I'm not capturing this thread with this advertisement.. so kill this post if you think so!
I think there is some confusion. In Substance Designer you can enable Tessellation or Parallax Occlusion in the viewport. Substance Painter doesn't feature that. If you want to have that same effect on your actual mesh, you'd need to apply your height as displacement