Hey, Here are a couple of the other props i threw in to the modular scene. Dumpster - 1024 maps Norm, Diff, Spec, 406 poly And a garbage can 1024 Maps Norm,Diff,Spec 212 poly Again C&C are more than welcome.
ok, another quote.. this one may be a bit paraphrased ( can't remember which room number it was, or how many bottles).. but should sound familar if you've seen the movie. "The couple in room 212 would like two bottles of champaign and one boy scout uniform."
Hi, I'm having some trouble with baking my normal map in 3ds max and I've tried to fix it myself but google is not my friend right now. Well, the problem is that when I bake it totally cuts off the top part of the map and it only shows up blank. I'd really appreciare some help on this since I'm totally lost about what I…
Hello everyone, just simple question here. Hopefully this hasn't been asked before. I've seen some tutorial videos beforehand where the user has had their wireframe and edged faces view in the viewport with anti-aliased lines over their mesh. Does anyone know how to change Max to do this? I've managed to get Anti-Aliased…
I have an annoying problem that I for some reason just can't get my head around. I have installed 3DS Max on my new SSD, and was doing some modelling, and then ran into the problem that the gizmo doesn't go into the center of my selections, whether it is subselection of vertexs like below, or selection of objects. It's…
Hey Polycount, My 3ds max has ben working perfectly and for some reason now the scale tool in the UWV unwrap doesnt constrain the proportions anymore which is a pain in the ass. You have to have ninja like accuracy to drag it in a perfect diagonal line which sucks haha. I have tried looking for some tick boxes regarding…
2012 release? Not likely. My prediction of Blizzard's upcoming releases would be some like this: * mid 2011 starcraft2: heart of the swarm * mid 2012 starcraft 2: protoss campaign * mid 2012- early 2013 mmo announce (I believe they said that they would announce the mmo 2012 at the blizzcon that just ended) * Late 2012-…
Apologies for the long title. Does anyone know how you switch off seeing polys that are facing away from you? I'm trying to work on an indoor scene, but it's a PITA having the inside scene be unviewable when the camera is outside the scene.
you have to name your textures correct... texturename_u1_v1.tif texturename_u2_v1.tif if you have more tiles... you have to name them _u3_v1 and so on... you cant name them different... head.tif and armor.tif wont work... and use tif files... mud works best with tif... you could also use a different shader... mudbox 2012…