usually only lightmaps have a different UV channel but everything else is usually on UVchannel #1 (difuse, normal, spec,...). SO that would not make sense
Same here. The wireless network adapter is usually blistering fast. But there are times that it hangs (usually either a temp clog on my end, or the XBL service).
Yeah, might as well try more. Usually whenever something is wonky with an obj, that's the problem. Also, there's a 'relative' something or other that is usually a good idea to turn off.
Great start to the world you are building! I do have one critique though, specifically on how you are injecting color into your scene with the use of colored fog. The middle shots with the blue fog and strong directional shadowing from your atmospheric key light (the sun or moon directional light), they initially read as…
You're not off to a bad start, a lot better than what most people have that are bashful to show their work. My biggest crits are his clothing, his shirt seems way too tight, it's like his muscles are a vaccuum to his shirt, now that's not really a bad thing because shirts can be tight, but if they are tight they usually…
Simple clay render combined with a 3 point light setup will get you far! This can be done with any render avaible for 3ds max, I personally use V-Ray since its also the renderer I use at work, however you could do a super simple setup with the default scanline render: 1 - Assign a standard material to your mesh, you can…
Cages method >>>> constant uniform ray distances, yep. Just remeber this when you set it... the cages MUST cover completely the highpoly model... and if you get some ray fail errors just extrude it a bit more the cage and the mesh ( I use an "epsilon" value to avoid floating point numbers artifacts... usually 1E-5 or…