I would get rid of the circle base you have your objects spinning on. It's too basic and has been done way too many times. I would assume developers want to vomit every time they see something like that. Now, if you are going to do it, make the base into something creative. Like if its your tank, sculpt something for the…
You have to own the games for their editor to work, so if you want Radiant to work for you with all it's options you need one of the many games it supports so you can test out whatever you decide to make. Grab a copy of a game you admire like say Quake 3 Arena, Unreal 2004, (comes with the editor)and I heard the editor for…
So, I've hit a couple snags that I haven't seen before. Still searching out google for possible solutions, but I'll post this here while I'm at it. I seem to have borked up my scene file a bit; Maya 2009, using a .ma file. Yesterday, I had lots of crash issues working on the kneepad. It was kind of random, but moving verts…
This is what 3D apps do internally when you bake a tangent space map anyway. It renders the object space normals then, using the normals/tangents/binormals it's calculated, converts that object space normal into a tangent space normal. So there's no real difference to the workflow of baking, essentially you're just using…
Export Selection also picks up objects that have influence on your selected objects. In this case, Hitch_Char_Do_Not_Touch is more probably included in the bind pose data of the geometry. So it and all it's children are "selected" as well. To avoid this the root joint should not be a child of any objects when applying the…
This is a bug that happens on some models in most versions of Max. * Make sure Skin Modifier > Display > Show Colored Vertices and Show Colored Faces are both checked. * If that doesn't work with your object selected while in Skin sub-object mode right click and open Object Properties. Check Vertex Channel Display. Make…
took a look at your mesh -- try combining the object and trashing history before you export from your modeling package. I had to check "combine meshes" in the UDK import window (otherwise it came in as a ton of separate objects). Verify that your UVs are in tact after the import -- my thought is that the combine meshes…
You should set a number like 256px per metter or 512px depdends on how close u get on the objects, and this program can help u do that. http://www.scriptspot.com/3ds-max/scripts/advanced-uv-normalizer , u can set a specific px area and it will give u the right texture resolution per object. This way you don`t get objects…
For me it works inside Viewport 2.0 as well. What I have to do, though, is hit Isolate Selection when I have the object selected in Object Mode. Otherwise, when I initiate Isolate Selection in Component Mode the newly created face won't be displayed. Same as in your screenshot. I also have "Auto Load New Objects" (right…
oh man i met with the exact same problem. Found a fix for it on CGSociety though xD Here is how you do it. 1) Hold right click on the object and move to "Object Mode". 2) Drag and select both of the objects. 3) On the top of your screen, look for "Mesh". 4) Click on "Combine". 5) Click on "Mesh" again. 6) Click on…