Generally if I'm using a cage I don't get bad results, and I get that "small scale" warning all the time. I just make sure my stuff lines up in Maya, and leave my mesh scales at the defaults (1.00) in xNormal. Perhaps your cage is intersecting or not covering your model completely?
AlexCatMasterSupreme- Haha, Yes, I am very familiar with Keyshot. I also am very familiar with the price of Keyshot. Which is not cheap by any means. Very much wish I had it. So I am left with good old default materials. But thanks for letting me know. Really appreciate you taking the time.
I'm still new to this but what do you mean by splitting your smoothing groups along the UV seams? Just assign different smoothing groups? I never understood smoothing groups and this is probably why this is happening. lol And about the padding do I raise the padding level? I think the padding was on the default setting on…
The edit normal modifier is pretty much what you're looking for. Check the help files, but you can manually rotate each vertex normals, align normals between different objects... Blue normals are the default ones, affected by the smoothing groups, the green normals are the edited ones (or "explicit") thus not anymore…
Thanks guys! We're working on that. The reason we don't want to have it as default is for cross-platformers. We're working on making both Mac and Linux versions as well and want to keep the controls as similar as possible. We'll try to figure out a way to have some kind of Maya/Max/Modo-control setting for Win-users…
okay ! I have found out what problem you are having, as you can see here you can set a preset for Quixel Suite to use, you have currently set it to Dota2, which generates the Preset Textures you get in DDo. Just change this back to "Default Materials Preset", and the problems will disappear.
Thanks your kind words everyone! @Prime8: Yes, it still needs work on it, was thinking of doing its bandagey texture in substance painter instead of zbrush. @GravityBwlast: Clothing matcap is called fastshader (its a default matcap) with about 70% black applied. I stumbled upon it a while ago, its very handy for clothes!
Another question I had for you more adept Maya users than I... what is the best Angle of View to use in Maya? I used the default 53 or whatever the Maya camera has and it looked very awkward and warped for me. I sculpt with it set to 28 in Zbrush. Does anyone have any recommendations?
Ahh I see, by using more than one position XYZ in a position list, all the non-default ones are done as offsets. That means you could have two animations playing on top of each other which is real neat. Not something I have a use for at the moment but wow, super useful. Thanks! :D
The timber damage was just hand painted with the standard default brush on a height layer. Nothing special. Any height/normal details you paint are automatically comped onto your final exported normal map. You can view the map when you press C to cycle through your channels: normal + height.