Hey Gordon, The bump gets blended with the normal map automatically on export -- it's kept separate by DDO during editing to enable more control and better performance, but is always merged on export. - Teddy
-3ds max -Mental Ray (Final gather enabled, Lanczos filter) -The "seam" shows up whether it has a texture on it or not. Pictured above is just has a default shader on it. Here are the UVs.
Hm... works great here, however I did have to go into the options in the six launcher and enabled beta cause it crashed before doing that. A friend of mine found santa btw :)
It didn't work, nor did enabling antialiasing in the material editor options. My display driver option only shows DX9 in 2016, whereas in 2014 it's set to DX11 - could this be part of it?
Hi Paul, Have you tried "diffuse map alpha" and put the alpha map in your diffuse map? (might need to enable "depth peeling" transparency in vp2 settings) -Kees
Huh, that's weird. Beefjack, that's also in your nickname! Your account initially got caught in the spamtrap, and I manually enabled it. Now I see why I probably shouldn't have!
On a slim one you have to replace the drive cover with one that has a door for the disc. I wish it was as easy as it is on the Gamecube, plop in an import-enabler disc, power on, change disc, done.
There is tablet PC input panel software that can pop up too that enables things like that. I think you disable it in the control panel/pen input devices or some such place.
Hi everybody. Please tell is it possible to get in Maya same result without splitting edges which I get in 3ds Max using Toorbosmooth with smoothing groups option enabled? Max Example: And Maya:
Hello, I enabled udk to be directx11 made a shader (seems to be ok), but nothing is happening corectly ... What is the problem ? Please take a look at that picture. My GPu is an ATI Radeon 5700 HD (Directx11 ready normaly).