Bakes fine for me. There was funky smoothing on the mesh. I unlocked normals in Maya, solved the problem. Baked with default settings in Toolbag. Didn't change anything on mesh except unlock normals.
Are you maybe using a secondary uv channel for the trim normals? I'm asking because Unreal does not create tangents for the second channel by default, which can lead to wrong shading.
I am doing some tests for repeating objects in a scene. To do this, create texture maps, and some default materials. Then I plan to export them to the Unreal engine, to do a test
You linked me to the default Drive directory - I'll need a link to the specific video you're hosting. :) DDO will only name PSDs based on the name of the meshes contained in the exported model.
You have to rig it to the existing 'weapon_2' bone and it has to be aligned with the default weapon. Before you skin it to the bone, delete history and freeze transforms too, or whatever that would translate to in Blender
Your coverage is back down to 500. Set it higher again. :) I just tried on a default sphere and got the same results you are after from the tut image with coverage 2000.
Yeah its just one default light now, im gonna get it into cryengine later and buff it up with some heightmap too. And theres no spec yet, so not done yet.
Thanks! Rouhgness works reverse by the way. - And the cubamep is wrapping strange. I mean it looks ok from the default view, but its coordinates looks buggy when im rotating the camera.
Another quick test to see how feeding meshes to ZRemesher/DecimationMaster works out. Pretty well, it turns out! And this is all button clicking with default options ... no guides or sliders necessary.