Dropping my 2 cents to the pile... Since you're coming from 3ds Max, this document might be useful: http://www.alias.com/eng/support/maya/knowledgebase/wp/3dmax_to_maya.pdf It lists some common terms and keyboard shortcuts for both Maya and Max, so you can compare and see the differences. I think Maya is very intuitive…
DH, I'm pretty sure you can download a free plugin for Max6 to render normal maps in scanline renderer. It's called "GNormal". You can find it here: http://www.3dmaxer.dk/plugins.asp?r=5
since fresnel is being discussed here. i hope that someone could answer my question which is. How to achieve fresnel illumination in 3dmax2009 just like in Unreal3 from the tutorial - http://www.wonderhowto.com/how-to/vi...editor-197044/.
I am thinking to model some angel wings for a character design using 3DMax.I am considering using planes with a bitmap of a feather as the reference.Any other best way to carried out this?
Okay, I've made a shader in ShaderFX and now 3DS Max can do what I wanted. Download the shader here: http://www.filedropper.com/3dmaxvertexcolor-shaderfx Here is what I see in 3DS Max: And here is what Unity3D shows with the shader I've talked about in my previous post: So everything is okay somehow. Two Important…
Using 3dmax2009. Have imported other things fine. There are no normals on this at all it's nothing to do with that. Tried different settings with ImportExport prefs and reimported but no change. I had tried reseting xform upon exporting before so it's not that either.
It's not that I don't want to do anything with math at all. Imo old Max plugin just had a nicer balance. After all I don't want to code all those modern physical shaders with energy conservation etc on my own. I just want to make some specific layers blending , Z depth combine and texture animation and show it HLSL…