Unfortunately, you seem to have stumbled into one of those magic bugs with 1.8 that arises with no explanation. I would recommend creating a new project and seeing if you get the same issue with it.
KB12 was correct: You can have 128 texture samples if you use the shared sampler: https://forums.unrealengine.com/showthread.php?85868-Texture-samplers-limitation-is-still-present-in-4-9
Try ORB to generate the normal maps. I can read ASE and it's super easy to use. The generated normal maps are Doom3/Q4 compatible. http://engineering.soclab.bth.se/tools/177.aspx
Someone posted this on my xp64 thread : That's $170 for xp64 from amazon.com I don't know if you can call it cheap, but personally i'm using the uh, "student edition" for now.
Putting this out there: My friend is having a hard time finding a place to rent a room in Wellington. If you know someone who can be quick to contact, please PM me the info. Looking for about $170 + utilities a week.
If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?
Nope not 200m just 200 generic units, helps a lot with unreal / unity workflow while being on grid like 128 generic units in max can be 1.28cm or 1.28m depending on your final unit choice.
Partly, but not fully. While it is true that the importer requires very lowres textures (128*256 in the case of a Pudge head piece), there are obviously other problems here, as shown by the faceted look you are getting in the portrait preview screen.
Thanks fellows. Iciban, check this out: http://www.polycount.com/forum/showpost.php?p=1515379&postcount=170 http://www.polycount.com/forum/showthread.php?t=88799 Pay special attention to Tyson Murphy's tutorials. He's the one.
I had this problem in 1.6 too and hoped the 1.7 will fix it. I try it reinstall many times but nothing changed. I tried it install with UAC off but same problem. Update 1.8 doesn't helped me.