no, this is a basic skylight + default renderer, its really nothing fancy at all, the render takes like a minute at most. this is genn's model btw hello verm
The trailer has been uploaded to Gametrailers.com which mentions that the game is being pitched for PC, althought that might be the default "we don't know what this is supposed to be on".
quads are for losers! thanks chad, but i really wish there was a way to do this with the toolbars, it seems silly the default toolbar has this feature, but you can't customize it
The default Tangent Space attribute for the model *should* be set to auto-detect, but left- and right-handed winding order can be specified, this might fix the problem.
His script replaces the default UVW Edit Window script. Rename \3dsmax8\UI\Macroscripts\Macro_UnwrapUI.mcr to Macro_UnwrapUI.backup, then put Chuggnut's mcr there, named Macro_UnwrapUI.mcr.
Hi everyone, This is my first post, I was willing to do an introduction but right now I'm in a bit of an emergency for a class project. I'm a student so forgive if I'm asking obvious things. I've done some research but I can't seem to find any solution. Here goes the issue: I've modeled a character and a friend has done…
Hey guys, On the project I am working on right now I found myself going back and forth to the Maya Grid Options quite a lot. After a while I found it really tedious and time consuming. At the same time I find the window size way too big (and it also shows too many options that you set once and then you forget about): so…
I have some rocks I made that have stretched UVs. the normal map looks fine stretched the diffuse does not. Is there some way to set the coordinates on the diffuse so that they don't use the default uvs but instead tile uniformily?