Mark Dygert probably has a post about this somewhere. Did you try a search? But IIRC it's something like this... 1. Put the character into the bind pose. 2. Turn off the Skin modifier. 3. Scale the root bone. 4. Re-enable the Skin modifier.
Its working correct. You enabled fresnel reflections so the reflections depend on the viewing angle. When you look straight on the material there are no reflections, at low angles you got high reflections. On the right side you can see that the cube reflects the ground and the sky.
yes! thats it, prebaked material, i want a tool where i can archieve that, gotta go try these options, i just though there would be a tool where i just can enable in export options the "combined material" and export it with the pbr illumination rendered on it
If you choose the right spouse, that can enable you to do things you otherwise couldn't. Actually, it's just a matter of luck, really. Know way of knowing really. But I just want to point out that a relationship can be a catalyst to realizing your potential, not a detriment.
Here is the solution... http://www.polycount.com/forum/showthread.php?t=80311 SEARCH the polycount forums next time! ALSO, you can set the texturegroup to "UI" rather than render target...I dont think it makes a difference, both work to enable full resolutions.
When I set "shadow indirect only" off the scene seemed to lost all the light. Everything went black. enabling that seemed to be the only way to light the scene. Maybe the walls / ceiling is too close to the light? Moving the light doesn't seem to affect it that much...
Not mentioned in the Wiki, in Max if you have gamma enabled you need to turn on the Gamma Override. See Fig 03 here: http://www.3dtotal.com/tutorial/1531-linear-workflow-a-guide-3ds-max-v-ray-by-dave-fleet-workflow-formats-gamma
I also find that 3ds Max will show seams in a normal when nothing else does. Usually I can ignore it as long as it looks fine in whatever I'm putting it in. You might also try disabling (or enabling... can't remember) Gamma/LUT Correction.
Yup and having to use MMB for moving around the viewport feels like arthritis just waiting to happen... or as I like to call it, 'The Claw' I turned trackball rotation off and enabled Maya navigation, now it feels like Maya dipped in awesome-sauce :D
This is like your third or fourth thread about this topic, just saying. You can have a boolean for walk and for jog, and enable disable them when needed. Then in the transition: if speed is low than, or higher than, or however you want it AND run bool is false then blend in.