I found changing the default Windows double click speed resolved some issues for me, as when sketching quickly my wacom would think i was attempting to double click when i wasn't.
Did you delete the standard default lambert1? Also to tile textures, goto the Hypershade, right click the material and choose graph network - then in the Work Area, select the place2dTexture node and up the Repeat UV option
I have had it happen too, try disable the hardware rendering (SHIFT+F3) by default. It only happens to me with non-standard 3ds max materials, like VRay materials and non-materialised objects.
Aesir, they are jus higer representations of the default models of a hl mod called natural selection. They are nice and u've kept true to the originals. The gorge however doesnt give the same "lets chase it" feeling as the original tho
so...instead of instancing a color spec in both specular slots...would it be more wise to drop a color spec map in the color spec map slot. and then a greyscale spec map in the default spec map slot?
well hes a protagonist, so I didn't want to model the default facial expression to look too menacing. I'll probably end up adding some battle scars and such to break up the cleanliness of the texture.
What's wrong with G? I guess you'd be used to M? You want TURNTABLE NAVIGATION (possibly with around selection checked). It's in the options menu when you pull down the viewport. The default is something else.
Nice one man ! I especially like the "GoW-like hairs". Agree with both MoP and Spacemonkey. MoP : it's the Unreal Engine 3. When you're used to it, this default checker texture and the lighting speak by themselve ^^'
Mental Ray may not work correctly when rendering to texture in Max. I usually add a global Illumination skylight (using light tracer set to defaults), and bake out the "lighting" checkbox in render to texture.
Read Max's help file on Mental Ray's Fast SSS shader. It's very easy to set up in the material editor, you just have to switch your renderer from default scanline to Mental Ray.