I´ll grab the max2009demo and see whats going on additional.. if you have shaderFX you can get the project file, open it -> save 3dsmax shader you should get a shader that works with your version of max shaderFX Project File
My Ati 3850 has only now just started displaying meshes correctly in 3DSmax with the newest drivers. The card was bought in oct last year...won't be buying ati for 3D software again (although it did run games just fine)
Alright I fixed it! I was always told to turn nitrous off right away. Well if you aren't using a directX shader, I suggest leaving it on! It makes the normal maps appear correct when displaying them normally in 3dsMax. Max 2013 with nitrous.
@radiancef0rge: I use 3dsmax viewport, sry. Notepad++ for editing @Ashaman73: take a look at this: (the raw lightmap wasn't used in any test and it's here so you can compare the log10RGB encoded lightmaps with it) Decode the lightmap in shader and you get true HDR images:
Okay, so, one of the tutorials I accessed via the wiki links mentions tree trunks via extruding along a spline. This is a good idea, it seems to me, but I'm having a rather embarrassing problem, namely that I can't find the button to do that. (3Dsmax 2012.)
Main ones from polytools3d - polyunwrapper and AUVN, could not work without them in 3dsmax; and small stuff from gumroad like scripts for weighted normals. I would pay right now if I'd find a one-click exporter to UE4 that works with groups or hierarchy.
@Ignacio_G, Actually I developed the script to fully functional set of tools for 3dsmax a long time ago. You can check it out here: http://vertexbee.com/rttassist There is a youtube channel and help documentation that can explain you how it works. Best regards, Martin
huh? thats just not true. You can absolutely gamma correct any bitmap you import into 3dsmax, including normal maps. Gamma correction is NOT just something that gets applied to a render. There's even toggles to show gamma correction in the color picker and material editor.
if you want all the bricks to be unique then its gonna take a while to retop and upwrap them individually you could try creating the lowpoly for a couple of them, duplicate and scale them for variation. the reactor physics engine in 3dsmax can simulate them falling into a pile
Make sure you've set the bone affect limit to 3. The default value for the Skin modifier in 3dsmax is 20 (i think) and that will cause issues when exporting. Dota 2 and alot of other games engines work with max 3 bones to influence the vertex weighting.