Erm... this is not Unreal Engine, it doesnt even look like UE, what makes you say that? This is running on a Modified Crystal Dynamics engine. (Same engine that powered previous Tomb Raider games)
Faceted checkbox under the shader basic parameters doesn't work ? Else you could reset all smoothing groups on your objects or put an edit normal modifier and beak all normals.
I modified some script I found that offsets all layers, to offset by half the image dimensions in X and Y, and just set those to hotkeys, but the zBrush tilde method would be awesome.
How did you get that stretching in the face when he wipes it? Blendshapes and clever animation or did you actually add deformers and modifiers to the face? Love it though very cool and entertaining :)
I am only using it for texture painting for mudbox, not really modifying the mesh. But are you saying that i dont need to increase the subdivision levels to paint?? if it's true, it is indeed different from zbrush...
It's easier to model things like this as one big flat surface, and roll it up with a bend modifier. And yes, you could only model out one square or diamond for dupication as the others say.
Hey! Sorry to revive this age-old thread, but I imported a scene from sketchup and it comes with a ton of groups with one object under them. How could this script be modified to do this too?
I'm really impressed with the end result! I'd love to see a breakdown of this process, if you could spare the time :) Did you use the standard hair and fur modifier in max or an external plugin?
maxscript has access to the 'render UV template' in the unwrapUVW modifier,- shouldn´t be to difficult writing a maxscript for that. on scriptspot they seem to have something like that already: http://www.scriptspot.com/3ds-max/multirenderuv
Update: So indeed the problem was caused by a modified psd.bmi! I already shot the responsible person... Thx though for the help. Somehow I think that I will need those tips later sometime