Ah that's great.. thanks :-) quite a simple solution then, and the asset is reasonably priced. Like you say, I doubt my clients will ever need accurate IES profiles, just something that looks convincing.. rather than the default uniform distribution which is anything but!
Select all your objects that you want the attributes to copied to then select the object(so it will be greenly highlighted if you have default color settings) you want to copy from. Then just select in the channel box what you want to copy and press TAB.
So assuming starting with default settings in unity for the reflection probes and so on, and assuming pc platform for unity output, what would be a good starting workflow to at least get close? I understand it'll never be perfect, but at least a baseline approximation would be good.
I'm usually too simple minded to think of using absolute value, I would just do X * -1 + 1 or if it's greyscale plug it into the alpha of a lerp with the default 1 and 0 values flipped, that's a real easy inversion that doesn't involve minus one.
I've already tried that, and the "Closest hit if ray fails" option, to no avail. But have you tried generating a normal map from a similar situation and succeeded? Getting a normal map generated from a character whose mouth is closed by default shouldn't be impossible, right?
When you run new Maya for the first time it asks you whether to create new default config or migrate existing config from previous version. So just delete 2016 config folder and run over again and choose migraton option.
Thank you ^^ For the last one I don't quite remember, for the bonewing bat and the high poly render of the demon, it's the default lighting preset in keyshot with the occlusion material. I just changed the white to a light yellow and maybe changed a few settings but nothing major.
I actually really like modos default camera movement, because it doesn't require middle/right mouse buttons. Comes in really hand when using a wacom in sculpt/paint mode. I would recommend getting used to it when making the switch.
I'm surprised you'd want the bracket keys to change brush size, Pior. I know it's the Photoshop default, but even photoshop has alt-rmb scaling now. I can't remember the last time I scaled a brush with brackets, it feels ancient.
You can Export to FBX (with the default autodesk preset), then re-import it. It will import with a skin modifier. Once you've done this you can use the SkinUtilities to transfer the weight back to the original model and biped. Look in the max help for instructions on how to use SkinUtilities.