Greetings, I don't have 3Ds Max 2012. But there is maybe something you can try. Press "Windows Key + R" on the keyboard to open Run and type in %Appdata% and navigate to: AppData\Local\Autodesk\3dsMax\ In my case I have a folder here called 2017 - 64bit. If you have a folder here named to something like 2012. Open that and…
A couple ways. If you want to do manual changes to each loop, then duplicate the last two keyframes (memory's a bit hazy, but it could be simply select them and shift-drag), as many times as desired, then edit however you like. The out-of-range type will cause it to keep looping after the end of the track. If you want to…
Wow! Thank you very much for all this replies! This was rendered in marmoset toolbag 2, it has 12.466tris, 2k textures. Made using Zbrush entirely for the high poly, 3dsMax for the retopo and bakes and Photoshop for the textures. I am really happy to get all this feedback/replies, thanks a lot again. I rendered the high…
The number of VC verts doesn't always match the number of geometry verts. You can use a command to match them up, and use getNumCPVVerts instead of numVerts. http://docs.autodesk.com/3DSMAX/16/ENU/MAXScript-Help/files/GUID-5702AD16-5D90-4B74-A7E7-F49A8B6903C0.htm I was able to reproduce your problem with your code, and the…
Hmm ... I tried the above Turn to Poly on top of an Editable Poly w/ mismatched face normals, but it didn't unify them, and actually made a mess when collapsing (duplicated the mesh on top of itself?). I'm assuming what you want is the Normal modifier's "Unify Normals" function, which makes all faces point the same way…
I think this is a very good technique : [ame=" https://www.youtube.com/watch?v=p0o3bqoM0Qg"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame] You might be able to use sculptris for that which is free, if you dont have accces to mudbox or zbrush. Quick and Dirty Way would be to use something like World…
No, in max the Y vector is just flipped. The relationship between the vector stored in the normalmap and the tangent-space basis is the same as it would be if you baked in any other program. What you're talking about, is that 3dsmax has a different algorithm for generating the tangent/binormal for each vertex than many…
#1) It really depends on the object. But for most of what I do, EQ is dead on. High first, low poly second. If you do low before high there is so much that could change. It leads to a bunch of remodeling and re-unwrapping, just a pain in the ass. Often in the case of environment work depending on how you maintain your…
I know what you mean ... I've seen the camera rotate around the character at the end of the level. Can you actually animate splines though? I guess you'd have to rig them or something ... not sure about that one since I've never really heard of something like that being done. but with just regular splines, how did they get…
try to re-save the image to a different file format, different size, different bit depth. But I assume you mean any texture. maybe try to drag a texture into the viewport on a object - which should by default generate a default material with a difuse texture of that image. Maybe its also just like Seaseme suggested and you…