I want to share my work for some feedback. I created this asset to share my knowledge with other artists. I used Maya, Mari, Substance and Nuke. Breakdown here. https://dineshatca.wordpress.com/2017/10/15/mr-cutiepie/ Tutorial link here. https://www.youtube.com/watch?v=DCg_XJY-WSo
@musashidan dropbox link is probably broken I have similar issues with exported from 3Ds fbx 2016/2017 with cage baking ( looks like messed up UVs) but without cage everything looks fine. It's weird...
The package has been selected as a finalist in the "Asset Store Award for Best Artistic Content" category for the 2017 Unity Awards! I'd appreciate your support! VOTE: https://awards.unity.com/#asset-store-award-for-best-artistic-content
Nope it's in General tab Ref Coord System = Constant https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-86205F0D-6143-432A-B0D4-5CCC4DB2699F-htm.html
Have you tried using a Push modifier as suggested here?: http://wiki.polycount.com/wiki/Texture_Baking#Solving_Pixel_Artifacts Can you share the file? I'm not using Max any longer but I still have a valid copy of 2017.
3dsMax obj exporter had a bug which offsets UV verts while exporting poly. 3dsMax 2017 exporter has fix for this. If you use lower version, you can try to apply mesh select and export.
might be abit late to the thread here but have you tried the resolutions suggested by the udn site? http://udn.epicgames.com/Three/LandscapeCreating.html wierd numbers but ive tried 2017 and 1009 from world machine and they import fine. hope that helps, good luck!
I got the latest version of quixel suite 2 version 2.3.0 PS 2017 cc 64bit My system: Windows 10 64 bit Geforce Gtx 970 Intel core i5 3.30 ghz 3.60ghz 8 gb RAM :)
arnold does not have a toon shader.. but one is in development... https://arnold-rendering.com/2017/11/02/toon-shader-test/ you could try to work with the facing ratio... https://support.solidangle.com/display/A5AFMUG/Toon+Shading+with+the+Facing+Ratio+shader
@WaYWO 2017 as well! Tried it on a couple slightly different cylinders, pretty much the same deal, though the 14-sided one doesn't break after the third iteration. Will try on a fresh maya profile though, might be some scripts/settings interfering with it.