What exactly does that mean? The only things I'm seeing online pertaining to those keywords involve the new Arnold renderer for Max 17...But it didn't exist in 2013 when these images were created.
I am having the exact problem for the last 4 days. Using 3.6.6 . Have no idea why. Here is what I got with mine ( 3ds max 2013) Working fine until Monday.
You guys realize they stopped Greenlight and are no longer curating it, right? http://indiestatik.com/2014/01/16/greenlight-2/ http://www.pcgamer.com/2013/02/09/valve-gabe-newell-steam-greenlight/
My side of the project. Currently in the process of creating better shots of some of the assets but here is a small dump of stuff. [IMG]http://www.aryodarmawan.com/wpcontent/uploads/2013/11/HighPolyModeling_1.jpg[/IMG][/img]
no.. but you could flatten your object to uvs... mesh --> flatten to uv or use a plane with the same shader... [ame=" https://www.youtube.com/watch?v=0PQ7TFGQgdM"]mudbox 2013 paint hints - YouTube[/ame]
Paul Hormis has a good method of setting up chains for dynamic simulation, you might be able to adapt parts of it to what you're doing? http://www.hyperent.com/Hyp-Tutorial-Cloth-003.php
probably because if you do it that way it's always missing "something" untill you compile it. see this post: (+ a new download link altough it seems to be for 2012-2013 only) http://www.polycount.com/forum/showpost.php?p=1750339&postcount=21
Looks like D3 got a new game designer. Travis Day? Looks like he has a head on his shoulders. http://us.battle.net/d3/en/blog/8953696/developer-journal-itemization-update-3-5-2013
I made this few months back my first full character. [ADMIN EDIT: this was flagging as a an issue with Google, disabling image auto-load] "http://fc08.deviantart.net/fs71/i/2013/263/2/7/head_hunt_by_gregesmith-d6n2r1w.jpg"
That sounds interesting! I got perfect results by forcing a cage and using handplane. Also, downgrading back to 3ds max 2012. 2013 and 2014 both display whack normals in the viewport even when using the xoliul shader. Respect:)