If you have switcher installed, it should have set 'F' and 'A' to what you would expect. They're called Zoom Extents and Zoom Extents All. Defaults are Z and alt+Z. The 'use last' hotkey only works within certain modifiers (such as editable poly) and only then for certain actions. It's much better to just bind hotkeys to…
two+ early blockouts in UE4. Started from one concept, but evolved :) I do not like the look of the tiles everywhere, except of ceiling on the first environment, I've did it just to test the reflections. On the second and third blockout screenshots I've also tested "film" grading, so it's low contrast and noisy. clean look…
In max your cage is averaged by default, you have to do "use offset" or whatever the check is to get a non-averaged cage(it simply uses a numeric input for ray distance In maya, under advanced settings you can select either "surface" or "geometry" normals, i dont remember which is which, but one is averaged and the other…
Are you update to date on your version? I think v4 might have had issues showing both sides of the new wireframe, but later versions have had the backside heavily grayed out making it easier to see the front faces. Moving verts should also align to the surface by default unless you drag them off the model and into document…
Heh doing retopo in 3d coat while writing this =) But the thing is , I really like modo and its retopo and that you can use modeling tools with retopo tools at the same moment .Its just the default topology view mode which I hate. I really wish to know how it is possible to mod it so it looks closer to 3d coat.
Ok Yozora, thanks for your feedback. I'm back at home now so I'll try to fix up most of what you said. I'll be adding a new section soon: individual props that I'm working on to practice high poly. I will use the bottom bar with contact details and set that as my default 'style' and then go back and change all the rest.
The brightest part of your scene should not be the empty center. Light up your props more so I can see all the work you put into them. Also, try to get contact shadows working with your props so they look more grounded in the scene (this comment also applies to the phone/desk) and if this is in UDK please turn off the…
This stuff is amazing guys!! thanks for sharing, as soon as I saw all this I went out and bought the game =P Going through it now with some friends and having a blast, though I did end up in an area where the good old blue and white checkered default material was in plain sight =D that's glitches for you! especially on a…
The green channel is flipped in UE. SP is defaulted to DX(which is what UE uses) did you bake in OpenGL? Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen…
Are your gamma settings correct? If you render in linear space you have to be sure the input images are linear too OR you have to set them to srgb. If you don´t have a linear color profile for photoshop your images are saved in srgb color space which is the default. This is why your colors are maybe "washed out" in your…