yeah over the last few years 3dsmax has had some fucking ridiculous issues with normals like this, sometimes if you attach an object to another and then delete a face, all of the faces become faceted and inverted... broken as fuck. thanks for reminding me to dl the modo trial :D
It goes both ways. My roomate won a copy of Lightwave at GDC a couple years back in one of the Nvidia art competitions. After he got the copy we went over to the discreet booth and they let him trade it for a copy of 3dsmax, which made him quite happy
You have to unwrap the low poly version before.After that you can render out your normalmap(with 3dsmax´s render to texture or what i prefer xnormal). You should also render out a Ambient Occlusion Map, which can be a great base to start texturing.
its to pricey I fully agree that's why I did not even start with a trial or beta but it cought my eye since its at some point unique - and propably better executed as for example ghostPainter from cebas for 3dsmax and besides we all love the PS layer management
Thank you guys .. much appreciated .. you are all right about these crits .i will merge renders with their crosponding wires and remove repeating pictures . I will fix them asap . @ Ott > I use 3dsMax . Thanx again guys for your time this will be helpful indeed. Regards , M.Rotab
Hi guys, We've decided to pull it back from the grave and rush to finish the assets. Soon as I finish baking maps for the floor , I'll start to build the bsp in udk. Please CC at your will; 3dsmax viewport with normals and ao; Middle floor section (zbrush); More soon!
Shit those UVs were hard. I don't think I've ever spent so long trying to get something projected undistorted. I had bodypaint, photoshop, and 3dsmax open, using soft select UV move in max, 3d projection in bodypaint, and liquify in photoshop.
I bought one of THESE bad boys back in February. It's an overall desktop replacement, which makes for a LOT of extra room. It can eat up 3dsmax and Photoshop with ease, and plays any game I throw at it. It's a bit heavier than most, but it's not meant to be carried all over the place.
StJoris, Fritz and Mop , per128 thank you for this amazing help. You get good explanations like that only here at Polycount with the most caring people. I ask many questions like that because i just resently started under 3dsMax and so far im in love with it.
2013 is pretty old. Why are you using that version? Mentalray Arch & Design material might be the best one to use, not sure. But it has anisotropy and fresnel. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-6F13FC90-80A4-4092-BB5F-662546685C2B.htm,topicNumber=d30e375010