Kind of figured it out, it looks pretty dirty to me; for rotateby90 in selection do(rotate rotateby90 (eulerAngles ((random 1 8)*90) (0) (0))) so if anyone has a cleaner way? or maybe this was is fundamentally flawed and i just can't see it?
Mirroring of assets - no. Static in the top right corner? The Debug Info is r_DisplayInfo 0. The Vignetting is r_HDRVignetting 0, and the additional Grain is controlled by r_HDRGrainAmount (and through the Time of Day Editor). Wireframe is in the Viewoptions. What is Level Coloration in UDK? Just Diffuse without lighting?
while I cant comment on max8, the wings3d/blender3d method was ported to max by me see: http://boards.polycount.net/showflat.php?Cat=0&Number=69697&an=0&page=1#69697 I am looking forward to more feedback/bug reports...
A guy called der_ton has written a modelviewer intended for doom3 models. If you can export to md5, ase, lwo or obj it might be worth a try. http://www.doom3world.org/phpbb2/viewtopic.php?t=1281&postdays=0&postorder=asc&start=0
sRGB isn't too hard, but most of the definitions are very technical.. because its a technical subject. Of course technical doesn't have to be dry and jargony, which is where they likely fall apart. The quick and dirty of it is: its an encoding scheme to make images look right on CRT monitors or old TVs. Its been around…
Here is how I've come to understand it. It resets the transform matrix (position, rotation and scale) for that object it also realigns your pivot to the world. Basically 3dsmax is busy remembering what your object started as, and what you've done to it since. When you reset, it dumps that data and treats it as whatever…
1. Not sure exactly what you want here. Why can't you just declare a global variable in one proc, and access it in all the others? There's no reason to "lock" it - the only way to change the var is to explicitly set it. If you want it to be stored across sessions (as in, literally set it ONCE only) then you can use…
OK, I think I've figured it out. For UDIM, each UV must have it's own UV tile even if it is a separate material. 0-1,1-2, 2-3, etc. Unlike putting each object or material in the same 0-1 UV tile for conventional texturing.
You can use alt-x which toggles on and off see through mode on the selected object. You can also animate the materials opacity 100% on frame 0, 0% on frame 1 and then use the "Forward Time One Unit" "Backup Time One Unit" hotkeys.
hi fingus, more reference: as for the body armour: this one is not for someone in the shape of sigi, but shows the construction and overlapping of the back. http://social.bioware.com/forum/1/topic/9/index/582182/1 http://www.myarmoury.com/talk/viewtopic.php?t=21487&postdays=0&postorder=asc&start=0