I'd recommend it. Combining it with some clean up in your 3d package of choice and it can be a very powerful tool. For hard surface models however, I find you can get pretty great results with 3ds max's default UVing tools.
Looks like you might have modified the main MODO toolbar in an earlier version and carried the changes over to 901. Or using a kit/config that's done the same thing. I suspect that's overriding the proper default toolbar with all the new settings in :P
Thanks a lot, man! It might be a little unexpected, but those are rendered with default scanline renderer=) Firstly because the games' Normal Map tangent base is the same as scanlines'. And secondly the engine is still in the works and I haven't seen transparency support in it just yet.
I have the same problem and it is driving me fucking crazy, especially since I need to send highres images to clients asap. I kept it on D drive, tried cloning to the default mydocuments area to see if that worked, still no go. blah
I like sculptris :) the performance is pretty good for me, this head is about 500 000 triangles pulled straight out the default sphere and doesnt feel slow at all, just been using this piece to try all the features and Im quite impressed.
Anyone that's ever used ZBrush has used the Dam standard brush. This brush was made by a bloke called Damien. It was so popular that Pixologic decided to incorporate it as a default brush........enough said. The brushes are just tools. Use them. Create cool shit.
on the scenecapturecubemap properties take the far plane to a bigger amount. its 500 by default i usually just set it to 1000000000000000000000000 (and it will correct for the highest number it will process). though if you want to be extremely accurate you ca go by putting in the measurements n whatnot.
Thank you, Snowstorm! Vayne4800, It was only the polypaint, no custom brushes or alpha. The default brush is already very smooth, so it's easy to achieve this effect for the eyes. I start with the darkest color then I just add the mid blue tone and lighter blue.
Texture Update. It just has default lights from gamebryo, will finalize the lights tomorrow. I'm also aware the normals look a bit dodgy in some area's particularily the borders, First time using nDo and not quite used to it yet, but i'm working on it.
I assume you are using a DirectX shader to display the textures now. Max can't render out DirectX shaders, just add the textures to a new default material slot and assign that material to your object. Then you can just render it normally.