Oh, I think I know why there are different. Maya defaults to weighting normals with 'area and angle weighted'. This vid covers xnormal and maya: [ame=" https://www.youtube.com/watch?v=BpPQXvaSft8"]Using handplane with Maya and XNormal - YouTube[/ame]
The ; key repeats last action by default. As for UV stretching, uncheck "Normalize Map" in the Unwrap UVW toolbar. It's under the different projections and alignments. The result unwrap will be huge, so you will have to zoom out in the UV editor. But at least it won't stretch.
That is quite expensive, here anyway. I'm not doing any kind of photography/concept art, just regular game art. Should I have my color profile on sRGB by default and output my textures with this profile? Or is this a screenshots only thing?
I solved it. I created a desaturated, tightened up level edited base map and then set the psduvfilter to normal settings, but then I changed the scale to 5 instead of default 15 and it tightened up the garbarge and seems on the final mesh! Onward Ho!
Pretty sure he is working in UDK :thumbup: *edit* also you can see the default UDK material on some of the objects. It's in UDK Have you tried baking your lighting? Also try changing the lighting resolutions on your objects.
Youve already tried clicking that Transform Constraint dropdown and turning it off, right? If that didn't help, then delete your prefs folder https://forums.autodesk.com/t5/maya-modeling/move-rotate-scale-edge-slide-on-by-default/td-p/7330429
On default settings, it took me about 8-10 hours. I didn't completely explore the areas, and actually stealthed my way past more than a few battles, so you could easily add another hour or two on to that.
You're going to have to resolve the warnings too. By the looks of it you've just assigned a load of stuff to nonsense values in default properties. It's telling you they are invalid; some because they don't exist and others because the value you have assigned is not valid.
Screenshots from maya's default viewport so not the best indicator but it'll have to suffice as a progress update for now. Dead tired haha! Tons to adjust and change but if things go well hopefully I'll have a decent piece on my hands!
did you hit W by mistake and turn off meshes from the view settings? There's a little black arrow in the top left of each viewport and you can choose show>reset to default to reset the view filters, if that's what you did.