My model appears black on my chrome browser in the default shaded mode. When I turn on the flat shaded diffuse it looks ok, but it cant seem to view normal maps ans spec maps. Has anyone experienced this? How do I fix this?
Unity use the CPU engine while by default Substance Designer is on the GPU engine. Because of precision difference, this can lead to some changes. Press F9 in Designer and switch to CPU (SSE). This should allow you to find which part of your substance behave differently.
Right click the move tool (or whichever tool) in the Tool Pipe and toggle "Select Through" off ... then you don't have to use the widget to drag things in MODO. It's bound to the semi-colon key by default so you can toggle it on/off easily while working.
If it's been textured in Substance Painter then it's necessary to turn off sRGB in the texture editor within UE4. by default sRGB is on and it will completely bleach out your albedo. Again this only applies on any assets textured within Substance Painter and exported from SP directly into UE4.
It's not like it'd have to be that way since the same thing with face mode will work perfectly well if you add Edit Poly with 'Use Stack Selection' checked. Looks to be more of an omission that vertex and edge selection isn't kept by default... Added an entry to the Ideas page for that.
Sure, I was hoping to change the color of the line in the viewport. I also thought it was red by default, but it's white instead. I'm convinced it must be a bug. I don't believe 3ds max 2017 is a solid build; therefore, I'll probably have to wait for their next update.
When you have shadowbox turned on, expand Tools: TextureMap and click the thumbnail to import your texture. You should edit your image in photoshop to have it follow the included SBRef.PSD template (mine is in the ZBrush 4R5\ZTools folder, but I'm not sure if that's the default location)
Don't put them in Allegorithmic path hierarchy folder, that path is only for program defaults. you should have a list of folders above that, something like "User\Documents\Substance Painter\shelf\" and in there there's a folder called "materials" - that's where you put custom or downloaded materials.
This definitely sounds like mipmap settings. Do what Narticus did. As you move away from it the textures are changing to lower res versions based on the default mipmap settings. Since its just a portfolio piece you can maximize quality over performance.
Oh word, is this true Substance only though? IE Is something like the designer hbao node have no tonemapping applied when its rendered to texture? And is that true of Xnormal or Maya etc? Seems that that would be as dependable as saying normal maps are baked in DX orientation by default no?