Thanks for the fast reply! And I imported the mesh into DDO and it looks the way it does in 3DO. And i am a bit of a beginner. I exported the model from Maya and only normals was enabled. Smoothing, groups and materials are off. I exported it as obj.
If you add format settings, I'd expect it to be in the Settings window, not in the quicksaves. Quicksvae buttons should save without any confirmation. Or you could put something in Settings, "show confirmation on save" or somesuch, so people could enable it if they wanted.
Hi Earthquake. I am having problems with rendering out Transparency and GI. I get weird pixely transparent artifacts. Is this a known issue? Also I think with Local Reflections enabled shadowed areas seem to become transparent :( Thx
With CC you have either have Windows Ink enabled in the Wacom prefs or you have to change a Photoshop config file to get your pressure sensitivity back. Not really a big deal, but there's really nothing new there that's worth upgrading for imo.
I'd try checking the normals on the low poly and resetting them. Also exporting and importing as obj may work. Also do you have Max 2.5 Star and supersampling enabled? Just curious if you're using Mental ray or scanline.
added turret lookat, and a rotation when they are idle added energy in the game, turrets are only active when you have enough energy you can disable enable turrets added slow turret in the game added selection texture that is animated
Yeah, pop open the options button next to the texture input and make sure sRGB (gamma space) is enabled. If you accidentally load your diffuse map into say, the normal map slot, it will get flagged as linear space, and it will look like this.
1. do you got the hlsl plugin enabled in maya. 2. create a hlsl shader, in hyperShade. 3.apply shader to object 4. make sure you got lights in the scene, and that you linked them to the light slots in the shader.
The hold function seems to do the job, but it requires the convertToSplineShape function which makes it unusable if there are any modifiers in the stack :/ I've been trying to figure out if there's any other undo-enabled spline functions that will let it work, but no luck so far.
What does it look like in your 3d app? Make sure you have export normals enabled if exporting from max. Make sure to set the tangent space (in object properties) in TB2 to match where the normal map was baked.