Ok, let's hope Olli and Ruz are both out of date as well. And yes it's not perfect but it's the best I can do. I'm just recalculating the tangents in the shader for 2013. I think mirrored UV's might cause problems too. I told Autodesk people in person about the problem back when it first appeared, they really should know…
Original Concept by Blizzard Entertainment This is my version of the Brewery building which exists in the world of Warcraft environment. Real time render UE4 Programs used: Autodesk Maya Pixologic Zbrush Adobe Photoshop Quixel Suite Unreal Engine 4 I had a lot of fun building this scene. Unfortunately my computer cannot…
It was certainly frustrating, the only other Autodesk software package I had used previously was Maya and Max felt much more challenging to get used to. While the learning curve was certainly higher for the interface, It was really rewarding to learn max because the modelling tools work very well without any real problems.…
Hi, you need to try the Exploded Mesh Baking process. http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/how-to-bake-a-flawless-normal-map-in-3ds-max/ But i would advice you try simple baking first than move to multiple bakes at same time. Normal and AO is a big subject with too many 3rd party scripts and apps to do…
yeah I agree that bakign in max can be a bit convuluted, but if you nail the workflow it getts easier; also it's a bit of a pain to export and import OBJ's all the time, so I personally try and do most of my bakes in Max now. (I'm a huge fan of xnormal tho) Btw, you prolly already know this but you should watch this if…
screencap from unreal3 editor (thanks roboblitz!) I'll make a real pimp post in a week or two when we have the environment fleshed out and some reasonably well-organized info about the game. By the way, we're looking for an unreal3 FX artist and an animator for this guy, so if that sounds like a good time to you, pm me.…
I don't use Booleans on a daily basis by any means, but I remember a little while ago, seeing a series of tutorials on ProBooleans and thinking to myself "why would anyone ever use regular booleans again?" I think they were introduced along-side SP1 of Max8 or are part of a download on Autodesk.com. They seemed to work…
not sure if at all the grid is the reason for your problems.* - tried pressing the [o] - key ? (switch mode: hide objects while dragging ) * - install updates (1. gfx card , if that does not help: 2. update from autodesk aka service pack) * - setup the viewport clipping manually (viewport label > right click > enable…
from: http://www.antiflash.net/supergrass/download.html within the official help file it says: (in the download zip) did you read that? so to me it reads like this: copy the "grass.dlo" into your 3dsmaxFolder/plugins i.e C:\Program Files\Autodesk\3ds Max 9\plugins ... and follow the rest of the instructions edit: btw. hair…
I got the same problem importing a FBX from Maya... Reason was about Uv set : some of polygons from my object was not attached to the second Uv set I created in Maya... Object was the result of a combine with multiple objects and some with a 2nd Uvs set and some without... ... and it will create the same error in 3dsmax…