I don't know what map caps are? :s I was talking about just the normal little lighting ones down bottom. If theres any other ways to improve renders and the like, maybe like how we can enable AO etc, that would be cool too.
Most likely, you have the RLE compression enabled and/or your Photoshop is saving your textures with a color profile correction (this could be SRGB correction or Gamma correction). Make sure you disable anything and everything on PS during saving, since that will screw up your normal maps.
Hey good one Scruples, i'm going to keep this page. But the real answer is to have an higher antialias simple. Customize > Preferences > Viewports (tab) > Display Drivers > Configure Drivers. * Antialiasing Quality ... Enable Antialiased Lines in Wireframe Views. 2x sample 4x sample 8x sample
Yeah I can I see the problem of an extraneous step. I will change it to load the 2D page, and put an Enable Scripts message. Lee3dee-> Hmmm, I should prob collage them. My concern was that the wireframe would become a white blob if I reduced it too much.
Crazybutcher, you need to remember artist normally don't read microsofts sdks. LOL Thanks for sharing that bit of information I always wondered how the hell to enable alpha test. I'm glad you like game art smarty pants. :D Thanks for sharing. Alex
have you maybe installed some script/plugin recently? i remember a similar issue with polyboost and .dds files. the trick was to re-enable the plugin in customize->plugin manager* *hopefully the right location. i have altered the menu structure on my install somewhat, so not sure on this.
in your viewport settings, enable shade selected faces- sounds like thats what you're after. edit: oh in the unwrap window.. leme see I cant get it to display a red ring in the uv window, but if you do mean in the viewport then yeah it is shade selected faces
I don't think the renderer knows about the antialiasing, it only sees increased resolution. Also it would require AA to be enabled in first place. You can get the effect by comparing each pixel's Zbuffer value with that of the surrounding ones, if the difference is above a certain threshold paint it black.
Polygon Counter is gone in Max9 as far as I can tell. The best way to get poly stats is to enable them in the viewport. Right-click your viewport name in the upper-left and go to Configure/Statistics. Set the items you want and click on "Show Statistics in Active View."
@Rivfader You could try to export as an .obj with "Bitflag Smooth Groups" enabled, and see if Max understands them (apparently Max uses exactly 32 smoothing groups as a maximum amount): P.S. Probably wise to uncheck the regular "Smooth Groups", if using the Bitflag one.