Ah okay then, do you have another idea on why it might be an issue? When I inspect the Win version again it does appear to have some steps of grey, it's not block white or black, there is a mid. So a read error perhaps?
Did you open 2 instances of Painter at the same time? I had similar looking error (though mine was black instead of white? and not as much if not mistaken..) but after close both and only open 1 Painter the display back to normal.
If you add a few dividing segments running longways around the track those errors will be mostly cleaned up. Having organized geometric patterns like on your texture is going to require a lot of segments in both directions for a totally clean look.
Hey Norron, did you just press the rerender at full res button or did you reset work resoloution to 100% ? And no this is definitely not the way it is suppose to look, just now i tried to recreate the error, but it looks fine on my end.
The lack of specularity makes it really hard to see any potential errors in the normal map, or even, to see the normal map at all. Looks good, though, from what I can see. The marmoset render of the high looks quite nice.
You can be be a lot more loose with the topology of a high poly. Either of those are fine to use. As long as it smooths correctly then the topology works!The n-gons and triangles are on a flat plane so it wont give you any funky smoothing errors!
When your making a website you have to have all explorers installed on your machine don't you? So you can check for these errors by yourself. Anyway nice work on the site either way, good luck. Gnomes for the win.
Posted too soon. Apparently I didn't exactly make sure that toggleShadeMode was... well, toggled. So, it works! Thanks! I still get the same error with the assign bake-material though. But now the Calculate button does something for me! ;)
I tried weighting the whole thing to one bone to isolate if it was a weighting or influence issue. I also plugged in the rest of the textures. My guess now is that it's a geo error of some sort. By normals, do you mean the mesh normals or the texture?
Don't hesitate to launch the UDK with the log command :UDK.exe editor -log When importing an FBX file, there are some informations displayed in the log window (like errors), maybe the UDK get stuck on your FBX about something and therefore crash.