Nope! I've never heard the term in my life before. In 3dsmax any multiple material applied to a single mesh is known as a Multi/SubObject material... so I guess maybe that's what he's talking about? Or maybe it's programmer-ese ... either way he sounds a bit confused.
Those shortcuts work outside of freeform mode also, with just the scale tool selected. There was one release of 3dsmax (I think it was 2012) when they switched the default behavior of the scale tool to non-uniform scale and everyone went nuts and they patched it a few days later putting it back to the way Pac posted.
Looks pretty interesting. I like the idea of having some Voxel support in ZB. Some of the stuff in that video seemed real interesting. What they should really do is a Uservoice thing just like Autodesk now has for 3dsmax. And follow what the users say too, don't just put it up.
You need to delete the file that's corrupted and when you start Max again, it'll create a new one. C:\Users\[USERNAME]\AppData\Local\Autodesk\3dsMax\2011 - 64bit\enu\UI\MaxManaged.xaml (Or there may be a MaxManaged.xaml.backup file there that you can rename.) I think this is fixed in SP1 or SP2, by the way.
welcome to the club Soki. If you're just learning 3dsmax definitely avail yourself of all the info and tutorials posted around on Polycount-- do some digging around P&P and especially Technical Talk and you'll find a lot of advanced help for the whole modeling process. Otherwise keep workin and keep posting.
You can unwrap them like this in Max. Look for Spline mapping in the Unwrap modifier. Or you can try a simple Planar projection then Relax the hell out of it, then use the Straighten Selection tool in Unwrap. http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26
Geom entity are for interactive entities with physical value, for any "basic" object it should be bring into the level as a brush. That said, most of your tutorial was mostly a 3dsmax than a cryEngine tutorial, quite confusing. And then last but not least...why are you doing a tutorial if you are not even sure of the topic…
Looks like you have a problem with translucency! You need to export your model so the transparent parts (the lamp) have a different texture on them in 3dsmax so that you'll have two texture slots in the UDK. Then you'll have the transparent material on just the lamp and your opaque material on everything else.
You can read through this. Mainly, 3dsmax uses modifiers in a stack for different functions, like Meshsmooth for subdividing, Unwrap UVW for unwrapping and accessing the UV editor. They're all under the Modifiers menu. To get rid of the bounding box go into Viewport settings by clicking under the Perspective name in your…
This is a known issue with the DX material in 3dsMax. Transparency does not work properly for it when your viewport is set to "realistic" mode and only works when in "shaded" mode. :( :( :( The "opacity" checkbox is old information and should not have been in the docs. The only thing you have to do is connect a float value…