We use Designer internally to tile scanned materials (that obviously don't tile by default) so I would say it's totally doable. Regarding the "huge mess" for nodes it's very subjective as there are many way to organize a graph. By creating a custom filter with a good set of parameters exposed you could totally tile a lot…
F2 is the default hotkey. If you don't have it set, you can set it in the customize menu. It's called: Shade Selected Faces Toggle I don't think there is a way to increase the edge rendering size. In Preferences > Viewports you can increase the vertex dot size, but not the edges. The Unwrap UVW window has bold edges, maybe…
The MikkTSpace Plugin in xNormal has the 'Compute Binormal in the Pixel Shader' checked when I double-click it to open the options - bit of a pain having to check this every time you bake, but I tried it before trying the Default settings. The Tangent basis in Marmoset is set to xNormal, too - so perhaps it's an issue of…
One other important thing I forgot to mention. Make sure to set your alsurface shader SSS to Directional. It's the most expensive, but also the most accurate. It will give much better results than default Cubic and will retain more of your details. I'm right in the middle of look-dev on a portrait sculpt too. Going through…
the options i have are the default called :(root) i tried deleteting that, we dont need any name changes at all. i'd love to import a reference and have the name stay exactly the same. we have custom export tools and they're looking for specific text that we dont have once we reference our meshes. flipping nightmare.
Here's a quick test I did using a single smoothing group synced workflow between SP and UE4 Bartalon is correct, the smoothing artifacts will be visible on your normal map but this doesn't matter in a synced workflow as both SP and UE4 are calculating the tangents/bi-normals in an identical manner(mikkt) NM is 16bit…
Here's a quick screenie of what is actually happening, 3DO does not display a mesh once it opens as it doesn't like my custom meshes, and when switching over to one of the default ones I am presented with these strangely sub surface looking meshes that do not use the DDO generated textures, no matter how many times I use…
You can use the Texturecoordinate node to access additional UV channels. By default 0 is your texture channel, 1 is your lightmap channel (you can change this to whatever) You can plug the texcoord node into whatever map and set it to whatever number uv channel you want to access. And yes, extra uv channels will add draw…
Thank you, @queenofrice! I'm glad you like them! And no, they were drawn digitally in Krita (it's free) using mostly this brush (I believe I didn't change any of the default settings): The cool thing about these sketch brushes is that you can quickly fill in large areas with one stroke, which makes sketching with them…
^^Oh yeah, that too. I just wasn't sure if it was a lightmap res issue at first (thought I was having FBX import issues at first because I was having weird smoothing issues as well, but think I figured that one out occurring due to unnecessary Triangulation on export or the scale of my model (maya default scale is tiny…