I export stock UT2004 textures and then re save them as bitmaps for use in Max. In both max 6 & 7, .DDS files appear kinda milky when they are rendered.
if you've got it as a selection, go in to your alpha channel and fill it with white if you've got it as a layer, you should be able to just paste it straight in worked for me in 6 and cs2
you could try it with xnormal? Also why are each of the chunks 4- 6 million polys?. That seems a tad high to me for the amount of detail stuff you have going on
i want to see a modern version of: Heroquest. Lords of Midnight, and Doomdarks Revenge. i played both of those with my dad on a spectrum zx, when i was like... 6
wow I wasn't expecting this game for another 6 months. guess that's what happens when you don't follow something - awesome surprises. haha. I'll check it out.
The verts along the top of the clock face, just under the roof line could be pushed to the corners. Also the hindges look a little dense, are they 4-5-6 sided cylinders?
If you're taking requests for videos, I've been pretty stumped trying to figure out how to do pic 5 and 6 of the pistol in this post. https://polycount.com/discussion/comment/2731641/#Comment_2731641
My submission for ArtHeroes - Superhero2020 Challenge, it was fun to create a original character concept in 6 days. For more information and to vote for this character click on the link below: https://woobox.com/ei4wey/gallery/vqvaMr88_oc
I recently put up source files for 6 of my skull art projects for those that are interested. https://gumroad.com/mvhaitsma HD jpegs, PSDs and 3dsMax files are included