I think it has to do something with your browser takeing the page from temp folder rather than d/l-ing it. I had similar problems on the old boards but if i refreshed the page it was all good
@Gyzmotnik OH thank you! I'll have a look at that. However for the time that is left on this I don't think I will have time to finish an alternative colour scheme. But I'm going to save those pictures in my reference folder :)
Woohoo! It makes me really happy to see this kind of turn out for this kind of contest. The things Fred has planned for this are going to be awesome. All I'll say is have your inspiration folders ready on the day the contest begins.
Sounds like a material problem. Is the 48 showing up in the bitmap parameters? Try resetting the scene, then reset the material editor slots, and save maxstart.max in the Max root folder. Everytime you start Max it will use the settings in that file.
Had a similar experience when (somewhat carelessly) trying out a bunch of materials from Substance Share. You should be able to selectively remove these materials from your shelf by digging into the actual document folders where they are stored.
Found it, read it, cried and thought how I am in the same position. New portfolio piece stays in the render folder for...2 months and still not on the site :D http://www.polycount.com/forum/showpost.php?p=1660388&postcount=1
I've had that artist's work in my inspiration folder for a while now! I love those ships. I wouldn't worry about modeling in extra detail. Texturing is where the heavy work should come from on this one.
wow i am saving this to my inspirations folder... thank you very much!! haha looks amazing!! and ooooo a tutorial??? can never say no to a tutorial!! but on a serious note, only if its not too much trouble for you
Thanks for the answer, Have i understood this correctly: 1. Create a file called userSetup.mel in my Maya script folder. 2. If the ordinary command for launching the script is "cloud;" Then i simply write in: source cloud; in the mel file?
having come from working with Source, the pipeline for Unity is absolutely beautiful... you drop a .MB or .FBX in your Assets folder, open Unity, and you're done: colliders setup, automatic lightmap UVs, materials setup, etc.