did you add your highpoly mesh to the projection modifier? the 2 tone texture you get in max when rendering kind of suggests there is something wrong with your lighting or rendering settings. I'd suggest you create a completely new document, merge just your models in to that document and try bake again.
In 3dsmax you can use projection modifier to project your uv maps to a different mesh. 3ds Max Help page Although expect to manually cleanup the projected uv's for a fair bit, I only found this usefull for quickly spitting out really low poly lod's when under harsh deadlines.
I modified it a bit using you guys' advice. I have ambient occlusion and bloom added to the scene now, but one of the problems I have is getting the shadows to bake properly on the conduit/wall on the right. I want it to look like this. Any advice? Gonna try and finish the textures this weekend if possible for the assets.
Ok, so say for example I had a brick. Could I take the base color texture, and in photoshop, play with the hue/saturation modifier till the texture appears very white (because brick has a very rough surface), and that would be my roughness map? Could this method also be used on all textures?
Well he just mirrored his 3d model. The uvs of both sides are overlapped so the texture looks symmetrical. It's a common pratice to economize texture space (and time). You unfold one side of a model, add a symmetry modifier, and you're good. Usually for symmetrical stuff, you model with a symmetry modfier on anyway.
-Assign a standard material, with your texture in diffuse. "Show standard map in viewport" on -In the object properties, check vertex channel display (vertex color). You can do this in the vertex paint modifier too, top left cube "vertex color display" Should work. The mix thing is for rendering purpose i guess.
Well here is what the hotkey editor looks like for me. I remember in prev. versions that there were check boxes for the modifiers like CTRL, ALT, SHIFT, etc. Notice how the "edit" button is grayed out. It doesn't matter which function in any menu I choose, the button remains grayed out.
[ QUOTE ] It will be less like a PC this time with its cell processor structure. Why do you think its giving so many developers heardaches to program? [/ QUOTE ] It doesn't have cell technology, that's the PS3. It's a triple core 3ghz modified PowerPC processor (which is why the dev kit is pretty much a Mac).
you can try a UVW Xform modifier to try and iron out any actual corruption in your UVs....but that is VERY rare. I'd suggest double-triple-checking your material settings both in max and in your engine? you could have a tiling off somewhere and it could be confusing what you are seeing....
might try this out shortly - just wondering tho since we're sidestepping the wacom control panel here, does that mean these modifications have to be made again and again? what happens if the control panel resaves it's preferences file for some reason? will it respect the manual changes (provided we're not modifying the…