It's one extra bit of precision using the default compression type in unreal so it's 20% more range than the other two channels. Doesn't necessarily apply to other compression types but in general since the human eye is more sensitive to green where they do have to prioritise a channel it'll be the green one
Seams not seems. This looks like a sphere pole. Which by default has terrible UVs that come to a point. If you want to texture a sphere, it's better to use a quad sphere. Here's a great example from @Mark Dygert http://polycount.com/discussion/comment/1312335/#Comment_1312335
one thing i try to make it a habit of also (this may or may not help). dont build lights.. or generally anything. with the default blue checker on BSPs. it casts bounce lights the same way emissive static lights do, and can often mess with your model.
If some of your keyboard shortcuts mysteriously stop working it could be that you have "Keyboard Shortcut Override" turned on. That will enable any sub-menus short cuts (like edit poly or the UV editor that have specific shortcuts) to override the max default short cuts.
I'm pretty sure that's not a bug but just how the photoshop brush preview works. My photoshop and the images I find on google all show the exact same as your preview does. Only (some?) default photoshop brushes seem to have the pen pressure previews.
Ah interesting. Setting default display stuff is an easy fix, glad it wasn't super complicated :) Do you remember how you got into that state? If you can repro it, would you mind writing it up on the answerhub site? would be awesome! thanks scizz!
There might be one... but I had the same issue in Maya and my teacher showed me the single file you have to delete to fix it. He is an avid 3DS Max user and said that in 3DS Max you have to reset all the settings to default to fix that problem.
Hi Guys,Thanks for your answers but unfortunately the only solution that seems to work so far is after the use of multicut to go into object mode and then again into components. The Auto-activate option is always off even by default. :( It seems that I'll stuck with the older split tools.
It's all the time, my idea was having the selection type to toggle between box/ lasso but whenever the mouse is over an object it will change to paint selection instead. Something like how modo works on it's selection. Max's default feels a little bit 'stiff' compare to modo :\
I don't have too much of an issue with the facial feature brushes, I personally made an Ear brush for outlining, which helped quite a bit. It may actually help those that are just starting out, assuming they don't just use the default and call it their own.