Roughness values should always be in linear space - you will get inconsistent results with sRGB. In terms of reference, have a look at this: https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/
Hi there. I found some very old project in my archives. I did this for Blizzard Fest Game Artisans Challenge (guess 2014). I gonna try finish this in free time.
Is there any scritps for Maya to explode a mesh? The mesh needs to be baked in Maya specifically. Also what tangent space Maya 2016-2017 uses? Will Maya 2014 tangent space work?
I can't figure out why the model bunches up around the middle when being relaxed. The inside faces (on the right) unfold perfectly. Any help is appreciated. I'm using Max 2014.
@supaclueless, at first i thought tht was the problem but then i baked it in xnormal and it was fine. is there a specific process of exporting the meshes? am using 3dsmax 2014.