Well like we concluded in my thread, turning off Explicit Normals will fix it. As far as I understand the problem is with Autodesk's FBX exporter that doesn't handle flipped UV's correctly, or at least differently from what UDK expects. However if you need it for a character I guess you'd have to do the material hack I…
That worked! Yeah, sorry for all of the questions... I honestly couldn't find anything out about textures in Max and it was driving me nuts. I asked about this on the Autodesk forums over a month ago and never got a response. Now I am pretty much set after figuring this out and all of my eggs are in place to just practice.
Microsoft and Crytek both use Softimage for game development. According to some of the Softimage devs sales have actually increased since Autodesk acquisition. I think that'll continue since it's under the same roof as Max and Maya now. I agree Softimage needs better real time viewport tools, but it's still a complete and…
My whole issue is that Maya is actually just a hub to plug in the tools you use, but it's priced as a solution, not a hub. If their solutions were that great we wouldn't need plugins. If Autodesk were to just sell the bare Maya nodal system for less and allow me to buy my own modeling, UVing, and rigging tools to plug into…
Well done! With the just announced Autodesk companywide move from maintenance with permanent license in case you ever stop to full rental which goes with a price increase and no permanent license anymore (have to keep paying more to use the software with no right to use it if you ever stop), this is the best time to get…
Yep, it was called the SoftImage Mod Tool: https://developer.valvesoftware.com/wiki/Softimage_Mod_Tool Autodesk didnt like that kind of "free" software at the time, but its a good reminder that Valve's push for having 3d creation software for their games isnt new. There was also the 3DS Max variation of the softimage mod…
so this tool has been an awesome addition to my workflow, however there is still one small hiccup. When exporting a LP (with envelope) as .sbm it always seems to export to C:\Program Files\Autodesk\Maya2013 instead of the location i initially entered in the export path. the textures, HP, and envelope all go to the path..…
$75/hour is really standard for a professional level artist making a professional level salary. It's not exuberant by any means. If you want to undercut with a sub-minimum wage salary, go right ahead. Then you break an arm, and get Autodesk auditing you for your software liscences, have not taken a day off in 3 years, then…
The main feature of my script is that you can mirror biped weights but simple bones hierarchy as well. Sometimes putting script in Max's home dir makes script not recognized/loaded (i had some issues) the try directory C:\Users\<account name>\AppData\Local\Autodesk\3dsmax\200x - xxbit\enu\UI\usermacros
I would wait. Autodesk usually has something stupid that goes wrong when a new OS is released. You'll probably have to wait for next year's software version for everything to work right. You could always install Windows 10 and keep your current OS on a separate partition and have a dual boot setup to test things.