Such a disaster. How did you apply that tiling in 3dsmax? By scaling the uvs, or by typing some tiling value into somewhere? Could be just a float precision problem though. Have you tried enabling "use full precision uvs" on the mesh in Unreal?
Pretty interesting post summarized in few words if you want new stuff stop complaining and learn blender :) https://polycount.com/discussion/203313/being-a-3dsmax-plugin-developer-today-or-why-real-innovations-moved-away-from-max
Got the base mesh done for warlock. All of this was done in 3DSmax. I just took the pic from zbrush because I don't like to export smoothed in max and I was too lazy to toggle them all on one by one for a picture.
MoP thanks.(you one of my favourite game artists) where i can read tutorial to create this map? How to adjust a material in 3dsmax that at rendering this map it was displayed correctly and whether is foreign viewers for viewing a similar type of models?
autodesk should add the modifier concept of 3dsmax to maya - I can imagine that you script works well but still I would feel abit uncomfortable having to run a script constantly in the background. The GUI could use some simplicity
Sounds like a very solid machine. Does 3dsMax use something like a scratch file? I'm only asking because that would justify the Raptor (which is awesome). All good choices. :) I'll be scouting around for prices for ya as well
I think this is great. Bring Maya's animation tools into 3dsmax, and it's a hell of a package. Modeling in Maya is god-awefull, but Maya does have some cool things about it. I can't wait to see how these 2 packages are merged together.
f-edge does a nice job of this in 3dsmax, and it's only $45. http://www.ddag.org For Maya... have you looked at the vector renderer? I bet there's also a toon-style shader for Maya that would give you lines along the hard edges...
[ QUOTE ] Funny thing is, we got that nice tidbit from our 3dsmax reseller agent. This was back with Max7. If they knew about it, I wonder why the hell Autodesk hasn't fixed it yet. [/ QUOTE ] Perhaps it just never made it into the codebase?
Modeling: Modo, 3dsmax or Maya. Modo seems to be developing and incorporating new features much quicker so I'd learn that. Scupting: zBrush Texturing: Photoshop Baking normals: xNormal Extra texturing/presentation tools: Substance Suite, Quixel Suite, Marmoset Toolbag