Bitmap wrote: »
Just did a quick test..
And it works like a fucking charm.
This model only has 1 smothing group. Notice the hard edges on some parts. Looks beautifull.
Autocon wrote: »
Looks awesome guys!
One question though, and maybe I am just missing the ball here but you will still have all those normal mapping errors when bringing stuff into a engine package right? This isnt actually fixing your normal maps, just fixing how its show in the viewport?
If that is the case then wouldn't it be counter productive to ever view anything with Quality Mode turned on as that wont be an accurate representation on how things will look in an actual engine?
Disaster wrote: »
C:Program FilesAutodesk3ds Max 9scripts3PointShader3ps-standard.fx(1339): error X3004: undeclared identifier 'g_UseLightShadows'
I'm getting this error when trying to create the material. Any advice?
rollin wrote: »
when I turn on hq normals it looks like I'm using a tangent space (yes I do) nm in an object space texture slot
tested with max 2008 32bit
I have a GF 9600M GT with dx 10.1 and vista 32bit
- latest drivers
and what max version do I need to see this nicely grouped layout of the material in the material editor ?
cool stuff guys