is the dynamic shadows coming form direction lights any thing like the assassins creed / prince of persia / cod4 shadows ? those are mad cool highres flicker free and awesome all around ... i would find out myself but in the new pico version the pico preview window remains black for me no matter what i do
So far I like the graphite tools in max 2010. I couldn't really stomach Zbrush's retopo "pipeline" (which might change come August with Zbrush 4). The thing I've noticed is that Max 2010 has a bit of a hitch when spinning the model around when you aren't in subobject mode. Anyone else notice that? B
So sorry to bump a five year old thread, but apparently someone has fixed the code in the comment section of the blogpost. I have yet to test it myself, but for anyone still interested, it might actually work now.
I am seriously cooking with this, and people who bother to come see it really seem to like it, but there is just something unfinished and missing about it. This whole center area is strange, and I am just having a hard time making things look good. I need help. Thank you in advance for any critique or advice.
Being banned from making space cakes for office parties because of the way it ended the last party so abruptly :) Watching coders go to pubs and then getting shot down while attempting to talk to the opposite sex. Colleague who used to dress in full fighter pilot outfit for work. Seeing my name in the credits in a game for…
I would like to say, that the best possible normals in UDK come from max with Qualified Mode on and using FBX with Tangents and Binormals exported(for static objects). Thus making max the winner in my book for baking normals for udk. (unless maya has a similar qualified normals system of course)
Oh ok, cool. I've used the xView mode, but not the Quadrify. I'll have to test it out. Yeah, I'm coming from mainly Maya, so it's interesting how some workflows changes. I'll definitely check out some scripts in Max that could be helpful to try out. Thanks guys.
Modo is a bit strange when it comes to performance, especially with Advanced GL viewport mode. For instance, I used Modo before with both a GTX 660 and 650 (both were desktop versions and had 2gb vram). The 660 had no problems, but the 650 could barely handle even the simplest of scenes.
GlowingPotato> Glad that helped you :) Ignore my previous question... Forgot that the Texture Map node was a group as any. If you enable advanced mode and look for yourself you can see that the "ConvertToLinearSpace" = x^2.2. At least in Maya 2015 which I have at home. I've got 2016 at work.
Asthane : I more or less agree. It is true that some workflows are pretty much insane especially when it comes to poly editing. Yet, if you'd drop the 2.5 engine/core you wouldn't have projection master anymore... amongst other things. Let us see the next version tho!