Ya I'm using a maya 2012 with the 2012 FBX plug-in and having these issues. Autodesk's site shows a 2013 plug-in; you guys think I should give that a try? XOliul's method seems to work just fine so far
Merged all in one file. Got back to 3ds max 2009. I just can't stand 2013 after using 2009. I do have one question though. Is there possibility to turn on viewport shadows in 2009 with 3ps shader ?
Have you seen this script? http://mixescript.blogspot.com/2013/03/fix-intersections.html Another one http://www.scriptspot.com/3ds-max/scripts/physx-painter A fairly expensive, but amazing one http://www.scriptspot.com/3ds-max/plugins/automodeller-pro
You could try pushing it further in the cuter direction if you're going for young link. I think mostly bigger eyes and chubbier cheeks would help. Like this mixed with the image jacob linked. http://femrage.files.wordpress.com/2013/03/1739wir_videogame_vanellope.jpeg
I can Export the bone only. But when I try to export without the bone (Selected only) it crash at the Point "Exporting Envelopes" (FBX Formart) I use the 2009 Version, I try to get the 2013 Trial maybe it works then
If you want to learn more about physically based shading in Unreal Engine 4 you can read the slide and course notes from Brian Karis's 2013 Siggraph talk. They can be found here, with plenty of other interesting documents.
We are in 2013. Today's computers are not that weak ;) Anyway, another option: You could use parallaxed interior, but that would be more expensive than using transparency. You can place your transparency map in one of your texture's alpha channel.
Unity just announced they will provide their iOS and android basic version for free. http://www.gamasutra.com/view/news/192654/iOS_and_Android_Unity_licenses_are_now_free.php It might not be coincidence that happens after Project Anarchy's announcement. 2013 gonna be a really interesting year for mobile game developers!
I didn't even think about trying it in a new file. I opened a new scene and played around on a cube and clone stamp works just fine. It must either be my file or my mesh that is broken. I'm in Max 2013.
In xnormal i flipped the y swizzle and have tried baking a tagentspace i got the same result. The low poly shots are from 3ds max 2013 and side note that these seams dont show up in the xnormal 3d model viewer.