Right, a Maya bake displayed in Maya's viewport is actually much higher quality than a Max bake displayed with default Max viewport shaders. Yep. Not sure what you mean here?
@MrKamikaze Great to see the finished model! @Alemja Good point! This is still the default ue4 skybox, but turned around to night time. The darker environment makes the glowy bits more effective as well.
"not working" is a pretty vast issue, nacire Have you tried the alternate techniques? the default one is still a ps3 one, that won't work with your ATI card. pliang what's your question?
uh, is it me, or does Luxor not work? i tried a DM match and whilst God Horus and Karnak appeared as they should, Luxor appeared looking like hyena one of the default egyptian blokes...
Make sure both apps are set to the same fps. If you're exporting at 3ds set to 24 and Maya is defaulting to 30 your keys will be off. It's also important to match the exporter to the importer version.
If its not already set try making the material the object uses a final blend with its blend mode set to FB_Alphablend. Its likely defaulting to overwrite, and might be the cause of blocking the objects behind it.
i believe its nothing wrong, might be that Maya 7 dont have such support. If its going on default rendering it should work in high quality rendering, so, it doesnt have support.
Nicolas Cage's hairpiece 'aint working for either him nor me. And yeah, that skull, wtf. Looks like they found it in the free models section of 3dcafe. It's an .obj with a default material and no texture assigned.
here's a quick render with some default modo materials: I want to add a bunch of rivets/screws to the armor, would it be best to do all that detailing in zbrush and create a normal map? -thanks
Customize > Preferences > Gizmos tab > Transform Gizmos > Size I think there's also some hotkeys by default, but I changed them to + & - on the numpad. I end up changing the size once in awhie.