Thanks for the replies guys, after rattling my brains and even re-installing maya I found out that a mixture of coloured feedback and view with default material meant that it couldn't display it... I even got new drivers for my graphics haha
You can still get a seamless bake when you have split smoothing groups, provided your projection cage is averaged(by default if you're using a cage in max, and not the "offset" method). But if you have physically split the geometry, you cant.
Mmm, is max installed to another folder other than the default? (Even tho in theory it shouldnt matter, the bat should search for it) Anyway, you can just copy it by hand, just put the CryArtistTools.ms file in the "..\3ds Max 20xx\Scripts\" folder.
I'll have to see if speed tree actually works with the new UDK update (all my previous tries just crashed) but Speedtree always sticks out like a sore thumb to me, maybe it's just lazy artists using default settings.
place some slightly colored lights instead of the dumb default white light which causes the grey shading over your textures. Just add a light and make it for example bright yellow - or perhaps slighty orange - that might look more natural.
Oh I used mayas default grey but feel free to edit. Maya wants BMPs! Just uploaded them as pngs to avoid jpg artefacts :P Making shelf icons is fun. I usually use boobs and stuff. READABLE hehe
Don't forget to share your own scripts with others! Session recording is on by default every time you fire up Zbrush. All you have to do is stop recording when you are done modeling/painting and it will prompt you to save the script!
Thanx guys for the nice comments! Sorry for the late reply! @ rooster: it's a simple maxwell render. there is a bit of bloom that gives a hint of realism to it. the settings are almost default. @pliang: those are the circles from the mudbox brush. @charger: yea...it's a chicken guy ..or something like that
There are literally hundreds of posts in this forum that say "if you want to know anything mail us". Yours doesn't sound any different. The default reaction to any amateur MMORPG is "Oh man, that's gonna fail BADLY". Feel free to prove me wrong.
It's one extra bit of precision using the default compression type in unreal so it's 20% more range than the other two channels. Doesn't necessarily apply to other compression types but in general since the human eye is more sensitive to green where they do have to prioritise a channel it'll be the green one