https://www.dropbox.com/s/9gk92jimvh4jkli/example.zip?dl=0 I've made an example scene of a piece of geometry that has the issue. Just click on the mesh "007" and render to texture. The scene was saved in max 2015.
OMG I have the figurine of her! [ame]http://www.amazon.com/Revoltech-Fraulein-No-004-Action-Figure/dp/B0014TFI8U/ref=sr_1_12?ie=UTF8&qid=1311200737&sr=8-12[/ame]
related and nice mash up: http://www.polycount.com/forum/showpost.php?p=1136540&postcount=205 and http://www.polycount.com/forum/showpost.php?p=1136990&postcount=207 to get a complete Silo feel into max
As mentioned above it's best left at 0.5, if you're interested in employing it google micro shadowing, it's a method where the curvature/AO maps are used to reduce reflections in crevices etc. it's quite neat, but definitely a novelty.
i havent read the whole thing but i have one suggestion/comment the chain mail looks like crocheting :( http://img2.etsystatic.com/004/0/6800209/il_340x270.365218022_3h4j.jpg maybe a diff pattern?
hmm we're not in 2005 anymore - why even bother starting from model ? nowdays you can use zbrush to sculpt face from a cube, and then do retopology afterwards to get your basemesh ..
No its not the reward we all probably wish but this movie certainly delivered a hell of a show. Certainly a step up in his career. Lets hope it stays that way. http://et.tv.yahoo.com/micro/globes2005/2005/01/16/goldenglobes2005wrapup/
I working on this character from The Sorcerous and the Unicorn (2005) which is concept by jason chan www.jasonchanart.com concept by jason chan I have question about his neck it look like he has wave like flesh on his neck or is blood marks
Set the scalar zero to 0.5, I bet that helps Painter displacement is a signed float with a range of -1 to 1 It looks like your renderer is expecting a range of 0-1