the only reliable compatible data transfer in max throughout starting from as early as R 2.5 up to 2012 (R 14.0) is MaxScript. About everything you construct in max is stored and retrieved as arrays and variables that can be read, modified stored and recreated with maxscript. Should you be interested in this route I would…
Funny this should come up...I finally managed to get a decent working normal map from a high-poly last week! :) I am so proud of my little tire, so many other failed attempts! This is actually a tire from a bigger piece, a post-apocyliptic VW Micro van. Still have stuff to add to it, like maybe lettering and a descent spec…
Here is a rough start: <font class="small">Code:</font><hr /><pre>macroScript quadMenuList ( try (destroyDialog roll_mouseList) catch () max select all allObjArr = selection as array allObjStrArr = #() for i in 1 to allObjArr.count do ( append allObjStrArr allObjArr.name ) rollout roll_mouseList "Falloff" --width:200…
Hey guys, I'm trying to make a blueprint in Unreal Engine for asset presentation. Idea in general is to make circular array of assets that will rotate to take place before the camera when player press key/mouse click. I've started with simple script for spawning static meshes around circle with even distance between each.…
Amplify LUT Pack offers over 200 high-quality LUTs in a comprehensive and varied pack for UE4, ready to use and extremely simple to add to your project. It’s a great addition to 3D and 2D applications, altering the overall mood or style is only a few clicks away. From basic exposure and tint adjustments to elaborate film…
So me and others (at my old school) have had this problem and I never really got a straight answer if there is indeed an answer: 1. I have a box 2. I turn on snaps 3. I hold shift and drag the object along one axis on the translate gizmo 4. The 'Clone Options' menu appears and I add value to the slider (let's say I enter…
You will need to batch the meshes with an asset. It can work very well and all meshes which are batched are only one draw call if within the same material. So using more meshes is not an issue at all, unless your game somehow denies this, but it does even work with new spawned in objects. This batching however needs to be…
The pouches are also anachronistic - pouches from that time we almost always sacks of varying sizes, occasionally with drawstrings to keep them closed. Proper, rectangular pouches with buckles would be uncommon before the middle of the nineteenth century. He's also missing weapons - or the scabbards to hold them. At the…
Definitely solid work all around, my biggest critique is the texture itself though. It seems you are really lacking a good color balance. If you look at most armor sets, especially from the expansion (well the more epic sets that this resembles), all usually have a decent array of colors throughout. Right now you are…
@thomasp read my first post (specifically the linked video) as this isn't an issue anymore; you can get native 3d acceleration in the VM if you have the hardware/time/motivation to set up a hardware passthrough. Admittedly that's a pretty big "if" — there are some considerable downsides but it's a very promising solution.…