python, 3dsmax has the mentioned Py3dsMax, and maya supports it native, and it is a good starter language, and can even be used for web development since most servers also have python.
Got the mesh in there. Now all I have left is the text. I'm considering just painting it in on the normal map, since 3Dsmax is being a little chuggy with all the geometry. Suggestions?
You can also try Rescale Clusters in the Edit UVW window. http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-2AEF6A44-859D-434E-8E08-00D2A480A0CD
This is my preferred method. It's not 3dsMax but the process should be pretty repeatable. http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
I copied the UVW's with 3dsmax from the unposed to the posted version, but I would rather have to prevent the UVW's from being removed during the rigging with ZSpheres + Adaptive skin.
Guys, what about terrain in udk?Are u better of with static mesh or udk's terrain is okay. Do game studios use udk's terrain or they import it from 3dsmax or Maya?
The following tool is also helpful. (Based off of the 3dsmax Align tool) http://www.creativecrash.com/maya/script/align-tool [ame] http://www.youtube.com/watch?v=ELwvwM28I8g[/ame]
Here is a Roman mosaic that was constructed in Substance Designer. The face and the swirly, organic bits were done in 3DSMax using step build and some spline distribution, but everything else is SD.
How does it look in Max with the UV Checker override viewport mode? http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-5CAE8EC2-6D2A-402D-8942-47A2F691C422
If so, the problem is that where would the uv info go in the stack? Maya/Modo doesn't have stack so they can make it as mode. But, for 3dsMAX, it doesn't make sense to be mode.