This is my preferred method. It's not 3dsMax but the process should be pretty repeatable. http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
Congrats! Welcome to Maya! Is this fps gain perceptually noticeable, or are you simply going by the number? You might want to get a second opinion via FRAPS or somesuch. Maya 2015?
Awesome! Thanks for sharing this. Will definitely give it a try now! Keep up the great work! Edit: Alpha 005 link seems to be broken. Will give the 004 version a shot instead.
Quick update regarding versions of the tools used: Max and Maya: 2016 .fbx version 2014/2015 updates are installed I've just checked this on 3ds max 2014 and it's the same.
got meself a .005 micron and tried some hatching. It's fun. And some other random ferg-business-as-usual sketches. More paintings to come later this week, I hope.
I also wanted to add that the color card (orange color) is very similar to the combined one that we get in substance painter. Especially since you can switch and see for sure that there is roughness on the green channel. Perhaps the xgen signature near the textures is the actual baking in the substance painter. I will try,…
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
2012 (First model) 2015 some more shots and a render. The gaurd was rendered in M2 with the same materials as used in Unreal. [ame] https://www.youtube.com/watch?v=w90LEQZaUUY[/ame]
Having to rewrite half our studio tools because autodesk refuse to license us 2010 and forced us to upgrade to 2015 was a really fun, enjoyable and thoroughly productive experience. Not.