You've accidentally hit "O", which toggles Degradation Override. Press "O" (the letter, not the number) again to fix it. And maybe remove it from the keyboard shortcuts list, it's a bloody stupid default key
I used max with mental ray, with an ambient occlusion material. No lights, sample values at min 4, max 16. With these default settings, I get a lot of over exposed white areas.
I think it's Del by default, however if you hold CTRL and click on the "Frame" icon you can assign any hotkey to it (provided you're on 3.1 since you can't do this in 3.0).
Well, not really, unless there's one by default in the scene, but i didn't notice it. I guess i'll just remove nodes one by one untill i see what makes the difference.... tnx anyway!
By default 3Dsmax use small size texture map for display in the viewport. Try to go to View->Viewport Configuration->Display performance and put like 4096 pixels in the "Texture maps" field. Could help
I'm guessing that the 'mechanic' character is merely a placeholder, as it's the default character asset included in unity. Looks like a decent start so far guys, I'm liking that plateau terrain going on in that second picture.
It might be worth verifying that the FBX plugin is loaded - I believe it's possible to disable it by default, and if it's not loaded that could be why the export is failing. There are plugin manager script functions to force the loading of any known plugins.
Which mouse settings are these? I've always used middle mouse button to pan, alt + middle mouse to rotate and scroll wheel to zoom. Those are default bindings from long before Max 2009.
Heya - these onscreen keypresses are built into the Blender display (not an external program). The addon is called "Screencast Keys", it was definitely part of the default install at some point. Not sure if it is still the case now, but it is still working fine.
So does this script work for roads that have uneven poly distribution because if that's the case it would be really useful. If the polies have to be pefectly square for it to work then I already have this functionality in maya by default.