Right, right, as for the last thing, everybody does that, I guess... I do. But wow, thanks for the documentation link, I'll check it out. It's weird that the default is quadratic, shouldn't it be linear? I'm glad it can be changed tho. THANKS!
LERP = Linear interpolate. In UDK material editor it has three inputs: the alpha source, A and B. Then it interpolates the output between A and B based on the alpha. You can use different things as the alpha source, vertex colour for example.
rope was easy. just make sure the UVs are linear, and then take the line tool, draw a diagonal line, use the Nvidia normal map plugin on the line, and then copy the line multiple times, while placing them side by side.
I am just trying to view the texture on the 3ds max viewport... I changed the viewport driver from nitrous to direct 3d to opengl nothing seems to be working at mipmap look at set to nearer or linear.. all i get is red..
@Adamturnbull, awesome! Just two small things, the left hand pose repeats for "sorry to interrupt" and "this is kind of...". The arc from those two poses appear almost linear from the camera view. Other than that good work so far!
Go to customize> preferences > viewports tab > configure driver (at the bottom left) > change from Linear texel lookup to Nearest (bottom left). I don't know if it's able to be bound to a keyboard shortcut or not. If yes, please somebody let me know.
Oh, there's also the option in Editable Poly to convert a selection of edges into a spline. Kind of the reverse of what you want I guess. But you can choose whether the spline is smooth or linear. Then you could refine it with snapping to Face if you want.
Of course, right now the "turbulance" is being driven by a random value generated from a linear time value, all you'd need to do is replace that with a scalar value animated on a timeline or a curve, or whatever you want to use to drive the turbulance.
The main problem with the grass are the obvious linear clumps - especially on the lower right side. Smaller clumps and different textures would help. Crydev has a very nice grass tutorial at http://www.crydev.net/viewtopic.php?f=315&t=100319