Alright. The reason for the errors when its applied using the second channel, is that Unreal doesn't generate tangents for the second uv channel by default so you need some extra material nodes to get it working correctly. Can we see the uvmap? have you tried different normal and tangent import and export settings?
What version are you using? Are you using Terrain cast shadows? I haven't had an issue with SSAO/SSDO on my end, but I also haven't messed with terrain too much. Does it happen in another scene? I know by default terrains don't cast shadows in the last few builds because of errors like this
I once used the Advanced Lighting level. https://docs.unrealengine.com/en-us/Engine/Content/Packs It's a very Marmoset-like template that comes loaded with UE4 by default. It already has its own HDRI but you can replace it with any of your own. It also has its own blueprints that controls the sun and sky.
userSetup runs before plugins are loaded, that's why it can't find FBXImport I don't think there's a way to change that. You might want to try setting an alternate default scene instead. https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/File--New-Scene-htm.html
Same thing happened to me, bro: Is your mesh closed or does it have holes (such as sleeves, etc.? If I remember, closing the holes did the trick for me. You might also check for non-manifold geometry. If that doesn't help, a workaround for me was to switch my renderer to "High Quality" or "Legacy Default" instead of…
I'm not 100% sure, but it looks like it's just the way the smoothing groups are. If you view it in 3DS Max with a real-time shader with 'per-pixel' lighting, I'm sure it would look very similar to what shows up in the engine. 3DS Max lights models 'per-vertex' by default... Might have something to do with it? :P
@JadeEyePanda Thank you for critique. Her pelvis area and her breasts are need to be fixed 100%. About render, thanks) I rendered in KeyShot. All render settings were default, only 128 samples instead 16) @Legion_studios Haha, I was thinking about this character too) but this Kitty is a little bit more aggressive :)
Hi ! I'm still working on Lizzie's laboratory, I've been busy modeling stuff, especially plants, pots and books, to use them everywhere in the room ! Next step, the Throne of course, the table and some carpets. Here are some default scanline rendering : Some gifs are available on my tumblr : http://i.imgur.com/adw7sE0.gifv
Just an idea from a max user :) I had similar problem in max and I could not figure out what did I break again :) turned out in max 2012 they have gamma correction on by default so I just had to disable it and it was fine. Do you guys have something similar in Maya?
Yeah, Photoshop really struggles with alpha channels in PNG. It don't think it supports 16bit PNG by default either. Used to be you could completely replace it with SuperPNG plugin but not any more, it had to live along side it. For a production environment you want something solid and reliable in Photoshop, and their PNG…