It's never had issues opening 32bit in 64bit modes or vice versa. It has always been backward compatible, its never had an issues opening older versions (3dsmax5) in newer versions (3dsmax2011) regardless of which mode it was saved as 32/64bit, that has never mattered. Like a lot of software it does have a problem with…
Well if you don't have enough polygons left in your budget then you've gotta stick to the alpha planes. in which case I suggest painting with 100% opacity and making crisp, clean, and rather large shapes in your alpha like this (maybe even with less detail): But if you do have the polygons just model the hair and texture…
It is possible if the shader you are using is set up to allow it. Varies per software. Examples: Maya - diffuse texture automatically overrides diffuse color value. 3ds Max - diffuse texture automatically overrides diffuse color value, but there is also a map % parameter for every texture channel available by default, so…
Well you could argue, but thats more of a simple objection What is meant here are diminishing returns. Exponential increase. At a certain point, things you do will have far greater effect for the same effort. This is very prominent in art, or painting to be specific. You can make very rough strokes and achieve what you…
Theres another way around it, its still quite annoying, but it works. "The culprit is wisptis.exe. It can cause all kinds of problems with Max\Wacom\Zbrush etc. When it is triggered by an app it is still completely invisible, both in processes and in services. And if you remove it, it is automatically reinstalled by the…
Ah, that's why I haven't gone 100% stylized- I don't know enough fundamentals to do that yet. Though I suppose this halfway effort to be stylized isn't helping me a lot so I'm gonna change the proportions a bit for this piece to be more realistic and start another that is 100% stylized. And I have a good reason to go the…
It's not wrong, it's just not ideal ;) You don't necessarily need to add hard edges to your UV island borders (though it doesn't hurt to or cost any more) as long as the baker and renderer match 100% and though it's preferable for texturing and increasing interoperability between baker and engine, it isn't 100% needed. You…
:) It's great for topology, but not for skinning per se. Using Max in a production pipeline I'll often use skinwrap to get a quick weighting with all the bones in the skin modifier, and then use the paint weights brush. I wrote a little skinning tool with 4 or 5 buttons for brush sizes (and a spinner to adjust), and the…
No - If 3d artists need concept artist to create successful pieces then I think the 2d side should have them to. What it comes down to is that if you cannot create a successful piece 100% from scratch then your not an artist and this is a contest between artist An artist is a person who is creative and can develop an…
ror, the thing is i wondeered about the first screens released shwoing malcoom with SSS in his ears. Im quite sure that a engine cant handle this for now, but you use some tricks to make it look like SSS. Thats basicly what i wanted to know. A good example would be also how you make you diffuse maps. As far as i can tell…