Tnx Rmunday, Slipsius :) @MrOneTwo The slow speed is likely to do with photoshop having a different frame rate. You can change this by going to the animation window clicking on the top right menu button in that window & then selecting document settings
Ah, OK. Then it looks like this is a Photoshop problem. I forgot that you changed the texture, and re-saved it. What is the option you use to change the bit depth... what is the exact name in the Photoshop interface of the buttons you press?
When you are posting there is a button (yellow one) to insert image. Go to your artstation and right click the image you want to post. You should have a "copy image url" Paste that url into the insert image box.
Click the big Max button>properties>summary info. Right click selected mesh>object properties Right click the '+' top left of viewport>configure viewport>statistics tab>customise it>use the '7' hotkey to toggle the display
If I'm not mistaken, the author of the tool specified that certain buttons couldn't be remapped due to issues with the Max, try scanning the FAQ quickly and see if it still holds true. If not, I'm pretty sure someone who uses it will know better.
Ribbon > Object Paint > Paint Objects Add whatever mesh you want to place on something else to the "Edit Object List". Set the "Paint On" to "Selected Objects", then select the object you want to paint on to and click the Paint button.
Wow, sad news. We're currently looking for mid-level environment artists at Big Red Button Entertainment in SoCal. Even if you're not mid-level, PM or email and I'll pass your stuff along. Best wishes.
@trebor777: That's so cool! I never knew you could do that. The split by UVs trick is cool, and you can also split it a mesh apart by elements by using the "Auto groups" button, but the UV trick is more efficient.
Ctrl-double click on a shader in the hypershade to rename it. If you want to move in 2 axis at a time ctrl-left click on the axis you dont want to move in, then hold down the middle mouse button (anywhere in the viewport) to move.
Mipmaps don't work with Max's standard materials, unless you have Show Hardware Map turned on... this button here: And this won't work with mental ray materials. Must be a Standard material only (or a Multi/Sub-Object with Standards in it).