Delete your Ini file. If that doesn't work, try reverting to default UI. If that doesn't work, try removing your UI stuff (not sure if that will crash max?). You could also try pasting over someone else's.
Hahaha, yes, if I was given money for every time I've had to tell someone to hit "X" or "O" to solve the problem that's been dogging them for days, I'd be a rich man. Stupidest. Default. Shortcut. Keys. Evar.
I didnt know Joel's shader supported opacity maps, but if you want to display the opacity map and normal map in the viewport just use a default material with these settings. http://i32.photobucket.com/albums/d3/shika01/blah.jpg
Hmm, when I imported it into UE5, the scale of the gate appears a bit too big compared to the default mannequin. So reduced the scale of the gate to about .85 of the imported size. Does this scale look alright to anyone willing to give feedback?
Hi @Fabi_G , thank you for the feedback! To be honest, I'm still not sure about my general approach. I usually go highpoly-lowpoly by default because I'm not used to other workflows but maybe it would be a nice time to try something else. Do you have examples of low poly style assets?
Would you say these animations are ready enough to turn on smooth tangents and begin polish, or do they still need some more work? https://www.youtube.com/watch?v=nnJs5ej4LKM Also is it common practice to use stepped tangents and blockout on walk cycles or do you normally just go in with default smooth tangents?
When opening someone else's .max file, it uses their settings (ie 2 default lights instead of my 1). Then when I start a new project it will also keep those settings. How do I open these files whilst keeping all of my preferences?
1. How to save default settings for modifiers so whne you apply you dont have to change every option again. 2. Is there a way to put Unwrapp window into viewport slot? just like track view. 3. anyone knows the hotkey for this Ive searched futile.
U paint works fine on my new pc at work! Woot! So move over texture skinners here I come. 2005 should be a great year for me to do a few UT skins, as I understand it, UT2003 default model skins will still work fine in 2004. See you Guys. f.
Whenever I import my items in dota workshop, the items are like 1/4th the size of original model. I keep the size equivalent to that of Valve reference files. I export as .fbx format with default settings. I'm pretty new with this stuff so any help would be appreciated.