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.
Just as an update, I have tried removing all of my preferences and reverting to default, that didn't help. And I tried removing all my start up scripts, but it made no difference.
The default setup of unreal is 1 cm = 1 unreal unit, if you have max set to meters then you don't need to change anything in fbx leave it set to 1.0/centimeters.
have you set max to display maps in viewport at their actual resolution? it's not set like that by default, so chances are you're seeing a downscaled image in the viewport rather than true res.
Ctrl+tilda is the hotkey to toggle world/local You can set a temporary pivot by holding Alt+MMB and drag it to wherever. It will reset to the default pivot when you click off.
thats a possibility, i dont remember thew padding setting ive used some of it ive used the default flat normal for so it shows up as an empty space. nope, there stacked