praxedes: Mess around with the antialiasing and texture filtering settings. They usually default to quite low by default - for a sharp render change Mental Ray's sampling options to a minimum of 1 and a maximum of 4 (I think default is min 1/4 max 1 which is a bit blurry). Also select all your textures File nodes that…
Some little things to notes : -The tangent space is set to Unity by default, but if you bake with designer while keeping the tangent/binormals of your FBX file, those will override the default tangent space. Therefore you will not get a synced result. -If you export to unity your substance (as an sbar), note that when you…
The last few (PC, not Mac) monitors I've used have had pretty good factory defaults. Using a Spyder as Joost linked above made very little change. The overall default colours were just a tiny bit too yellow/warm. If you've bought a decent monitor for your PC relatively recently it's probably not too far from good colour to…
[ QUOTE ] Hey, is there any way to set the long focal length as default? I set it to 90 first thing in every project, but would like to not have to anymore. [/ QUOTE ] You could create a scene with all your defaults the way you like it, then change your Maya shortcut to "maya defaultscene.mb" I thought there was a place…
I've made some small modifications to the spy's knife viewmodel from Team Fortress 2 via 3DS Max 2010. I've finished the modifications I wanted, and UV unwrapped the model, it exports fine, and even compiles without any errors (using GUIStudioMDL). However, when I try and test it in either the Source Model Viewer or…
I'll be the nitpicker on this : "The nice thing is that there's no need to point your cursor on the transform gizmo if you use the default shortcuts." This is actually incorrect - the defaults keybindings have nothing to do with that, as this is true for manually (re)assigned shortcuts too. I know this is a very minor…
EDIT; Sorry, got it! using the bellow do the trick! :) case (classOf $.modifiers[1]) of( default: ( -- block of codes for generic stuff ) Unwrap_UVW: ( -- block of codes for specified modifier )) Hey guys, is there any way to merge this blocks for undefinedClass and Edit_Poly together cus both contain the same thing? case…
This is interesting I thought you could use the "use default scene" in the optionbox for new, but for some retarded reason it still resets the color of the default material..... If you add a white texture to it though, that seems to work. So just make a new scene Set a white texture to lambert1 Save the scene somwhere…
We use an Invert Y normal projection here at work. I set my nVidia tools to Invert-Y and xNormals already inverts Y by default. When I bake out of Max, it's always un-inverted. I can set it in the RTT Projection options ("Down/Up"), but I have to manually set this everytime I bake a new map. Is there a place I can set this…
it's already nearly bigger than his default head, the horns are smaller but similar to his default t,he smaller horns probably give the impression that it's smaller overall. I'm a big fan of Svens default helmet so I didn't want it to stray too far, just make it a bit spookier. Going to use this as a first attempt at…