To get Beast to jive with normals and spec you need to use dual lightmaps w/ deferred rendering enabled. It should be under light map bake settings under mode. And to enabled deferred rendering it should be under Edit-Project Settings->Rendering Path -> Deferred.
Hey dude, it's the 'WaxPreview SSS' feature that can be enabled under Render in the zbrush main menu.. You need to have 'Shadows' enabled by default for it to work. It only works with the Basic Materials. Check it out here -- http://docs.pixologic.com/reference-guide/render/preview-wax/
If any default item has transparency, the entire character has transparency enabled. Valve said they'll eventually be enabling transparency for every character, but who knows when that'll be. This is an older list from the polycount contest but it may help:…
gamma correction changes the colours - this sort of thing will happen if you enable it for bitmap input/output game engines (as a rule) don't expect to be given gamma corrected textures so if you're making game engine assets you shouldn't have gamma correction enabled.
That depends, double sided faces are enabled by default on sketch fab. The fact that I can't see through the bottom of your model gives me the impression you have it enabled. If you turn that off and the model is looks the way it's supposed to it's probably not a normal problem. The checkbox for double sided is under the…
So i have GI on, iv tested the "Bloom" in the main camara and am stumped as to what i need to enable now to make it work? Top image is Marmoset, bottom is Substance. My opacity map also wont work, its either On or off no middle ground, could that be related?