If you made the changes to the viewport settings, it won't automatically update the textures until the scene gets reloaded, reload your textures or restart max.
@Celosia very cool! Already looks very tasty :tongue: Looking forward to see it with hand-painted touches. I found myself in the same boat, not much time on my hands, but thought that jar would make for a short project. In particular, I was interested in making the liquid surface move, in memory of the vomit jar featured…
I just installed Quixel Studio 2.0, and I'm running Maya 2016. I installed Quixel Colors after my installation of Quixel Studio 2.0. I followed the steps on how to install Quixel Colors on the Quixel Website, but I'm having issues. First of all I'd like to state that my Quixel Studio and Colors are installed in the default…
Thanks poopipe but this "resource updater" doesn't work for me before you first find and right click "reload" each texture in texture library . "refresh" button in updater pane does nothing. Not sure if it's a bug or by design
Really really oldskool... paint in Photoshop, save, reload in your 3D app, rinse & repeat. If your 3d app reloads automagically this can be pretty fast. Not as fast as 3d paint tho.
Thanks for your comments. @ waedoe: Regarding the size of the vehicle I don't have precise numbers but judging from the hatches you have mentioned the length is about 18 times of the hatch diameter. So depending of on the hatch size (I would expect about 70 - 80 cm the whole tank comes at a length of about 13 - 14 m, a…
Really my question is how to orient the gun rotation correctly in game and how you animate the gun when both objects(gun reload and hand reload are separate meshes) are two separate animations.
Try this... in the Configure Direct3D dialog, in the section Download Texture Size, turn on Match Bitmap Size As Closely As Possible. Then reload the bitmap. You might need to close and restart Max to get it to reload properly.
After taking a few months off Unreal5 because it was more depressing than writing my own engine and using godot .. I'm back to see if 5.6 can actually do anything useful with large worlds... First impressions are that it's much more stable and performant in editor a - which is huge cos 5.4 was an absolute bag of shit. A…