Heya - Indeed, good of you to ask. The reason why I asked you why you were making such an assumption is because putting clear words on why one believes a certain thing helps identifying where such a belief is coming from. Bit of a socratic dialogue so to speak. The problem is that whoever taught you that was 100% incorrect…
oh sweet baby jesus 20 thousand replys and not one that I really understand// really can go about using correctly, well look im going to go through the entire process step by step and someone see if they spot something wrong first off im a max 8 service pack 3 user I then go into z-brush export a mid sub d and go back into…
3dsmax isn't a big fan of multi branching bone trees or re-linking bones after they've been animated. Mix the two and you're pretty much guaranteed a distaster. BUT dummies are pretty good at straining out those weird bone linking issues. In general any time you have a multi-branching tree you want to link the chains to…
<font class="small">Code:</font><hr /><pre> -- a function frequently used fn f_max a b = (if (a > b) then a else b) -- the method returns the "next" upper directory of a path -- so "C:\\gigatexture\\europe\\" will return "C:\\gigatexture\\" -- it will always return a minimum of "C:\\" -- at least should I havent tested the…
When ppl ask for texel density when a baked edge is in question, they're wondering how many pixels wide the edge is represented as on the baked normal map. A 90° lowpoly with hard edges will never render perfectly. If you zoom in, you can see the limitations of the texel density of the edge. Look closely at the edge on…
Jeremy-S: I took a quick look at your website and I think you could finish out a project with this, I would hesitate to say that if you were trying to rebuild texas in Unreal :) I did do a couple of initial test with DX shaders in max 2012, I had to revert to Direct 3d for the 3 point shader, and when using the 3point the…
@metalliandy Thanks for a quick response! For now, here are the meshes I've used: https://www.dropbox.com/s/zd93478qb3mhmpo/knald_test_01.fbx?dl=0 https://www.dropbox.com/s/5d0u8qbt9zz9zay/knald_test_05.fbx?dl=0 So, if I understand you correctly, "Mesh AO" mode in Knald 1.0 worked in a very similar way to the new "Baker"…
I'm my own experience NVIDIA's OpenCL is a bit slower than CUDA ( because it's made on the top of it so you add another onion layer plus you need a lot of care about the register pressure resultant from the JIT compiler/different drivers ). I've found OpenCL is bit harder to program than CUDA ( because CUDA supports C++…
You can hack the TAB key directly into the *.kbdx config file, using tab's virtual key code ( being "0x09" ). Together with the Max internal action provided to toggle floating windows, you are able to simulate the sub-window toggling using the tab key, like Adobe does it in Photoshop for example For Max 2013 and up: simply…
(Those bold lines in my shot are UV seams, no wacky double edges going on or anything) I definitely understand the importance of keeping stuff as low as possible, however my decisions aren't haphazard. I am adding a more than usual amount of topology in my low poly models for a few reasons. This project is another piece…