Ahh yea, warp mode, I thought you meant transform mode. I don't know of any other app that has those specific warping handles. The convert to mesh and manipulate is probably the only good option inside of 3dsmax. That would be pretty cool! If you find good work around, definitely post it! But I think you already came up…
Ah, i should have mentioned this. The Auto LOD Distance checkbox is already un-checked for me by default. Not sure if this is something Speedtree is doing now by default when you import your trees or what. But Im still only seeing LOD0 in the details panel and not sure how/where to access the other LODs. edit: also, under…
No, no plugins. But as I said using "hard" modifer removes turbosmooth. And what I was talking about is: When ur modeling a box and use turbosmooth you can easly delete turbosmooth by right click and delete in modifer list. [You currently had for ex Editable Poly, turbosmooth] When you load saved box that had turbosmooth…
Oh that's right CryE has it's own object space to Tangent space converter that ships with the engine. It really depends on your workflow/pipeline. For me, I bake everything in Substance Painter. I use UE4 which also uses mikkt so they are synced making the baking process simple and painless. Averaging all your normal…
@Eric Chadwick Actually I did read some of the links but yeah I should try more and ask less ,okay. I am trying to find a solution,though. Also I managed to render the splatmap from 3DS Max with the help of "vertex color material" and I can edit that in Photoshop. which means now I have the "splat map" or "vertex colors…
Thanks a bunch Bek! I'll have a good play around with all the things you've mentioned after some sleep :) Also, thanks for that Seneca video, I heard about Action Centers in the documentation and tried to fiddle with it but wasn't entirely sure what I was doing. I've also been watching the Peter Stammbach tutorial for the…
I've found what's causing the issue. It may seem silly... It was my way of exporting the texture. What I did was to edit it on external editor, so 3D coat sent the current layer to Photoshop (this was because there was a problem with the obj model's hands, so I painted them in Photoshop, they are fine in the FBX model). I…
Hate to double post but I can't seem to edit right now. As an edit to what @Noren said you are correct, I found some more information on this essentially near camera objects and lights receive realtime lighting while the far camera objects receive high quality baked lighting which also includes shadow detail from near…
So what about mass effect 3? There's that dlc that came with every version of the game, but you could unlock it by either a. having bought the collector's edition of the game, or b. buying the dlc. So what you're saying is that even if you didn't buy the collector's edition of the game, you should still get that dlc for…
I simply use "edit mesh>merge" myself. Make sure to have "always merge for 2 vertexes" checked. Merges vertexes and uv's. I have it set to M on my keyboard, so I just select the vertexes i want to merge and hit M. Alternatively, you can use the "merge vertex tool" and set it to target vertex or center, depending on the…