You can try doing it with unlit textures. A plane at the button with the color of the abyss and the peaks with a textures tha is fading into the abyss color. However that would not support any lighting that is not baked into the textures of the pillars.
There is no 'flip B' in the ZB texture palette. It's V, as in vertical. In ZB open the UV Map rollout and hit the 'morph uv' button. Does the result look the same as the uvs in Max unwrap editor?
Holy shit I´ve looked the button on the sky browser not on the properties of the skylight object. Daaaaaang man, thx, Im guessing its time to sleep a bit. My bad! :) Cheers! Axel
"If you wish to make an apple pie from scratch, you must first invent the universe" - Carl Sagan dDo is a timesaver, not a "press button get art" tool. If you use it as such, it shows.
I use some custom hotkeys on buttons that are not that complicated to remember since max default hotkeys for some stuff are kinda weird lol. But yeah, custom hotkeys makes everything faster for me.
Compared to the larger cylinder on the front you seem to have a lot of tris/edges on the smaller knobs and buttons on the top and sides. Shouldn't they have less compared to the front one because of their size? :L
Did you try using -columnWidth flag for that field....For example add something like -columnWidth3 50 100 20 where the 3 numbers control label filed and button width separately.
There is no magic button. But there is magic learning! Learn topology, that's it really. Once you do, it's up to you to learn the ins and outs of what you want, how many polies, who to build it, etc.
Custom Watermark: edit this file Program Files\Marmoset\Toolbag 3\data\gui\viewport\watermark.tga View Map on Model: try the button to the far right of the desired map in the Maps dropdown
Hi, there are the buttons and dispositives in high poly. What do you think for the low poly? it´s better if i model all in low poly? or should I leave the plane with a normal map?