I actually did fix this by modifying the Highpoly. I was exporting these out with default .obj settings from Max. Even though the highpoly does not show these strange artifacts I added more supporting geo (just a quick turbosmooth by smoothing group) and exported it out - BAM. back in business.
I'd like to say I could recognize stuff like that, but really Aneta is just my default female reference. It was only after I started making that image that I realized you were probably using her as reference too - things were matching up so well.
It's been awhile since I've played around with it, but I'm pretty sure there is. At least, I know decals can support normal maps, so I feel like it should be possible. I know there's a checkbox in the material parameters that's off by default on masked materials that allows it to be affected by the dominant light.
Wrath, do you mean Quaternion (TCB) controllers? Isn't Eular the default for all objects like boxes, dummies and bones? Last time I checked (a min ago) you could drag X position/rotation/scale keys past Y and Z on any of those objects?
me2 really like softimage personally, m button means Magic,:3 but 3ds max has some advantage too, material ID, and smoothing group management is huge advantage in 3dsmax. to learn new software I keep hotkey and button customization to minimum or none ( default setting).
Other than grouping objects, which is CTRL+G, you could have tried to change the Rotate Center. In your case, setting it to Selection will move the selected object with the pivot in the center of the selection. By default Maya rotates objects independently based on their pivots, that's why they seem to move where they want.
I though so. 3DSMax has a similar issue, but I can modify the default settings and things just kinda work. Anyway. If you need Alpha/Beta tester for the OSX app... I am here! :) Even if I have to buy the windows copy 1st.... Thanks again.
The CS4 update didn't work for me. There was a marginal performance boost on some brushes at the default canvas size but it's still too screwed up to be useful. There's a thread about it here http://boards.polycount.net/showthread.php?t=61209 It's worth trying out but don't be surprised if it doesn't work out your kinks.
You can see I've plugged in the default mask1 and 2 textures for DKs original weapon. I would expect to see some gloss/spec on the texture where the UVs and the mask intersect, but I do not. Making me relatively sure the masks are being discarded entirely during the compile.
Thanks for the responses. I've tried default AO bakes from xnormal in the past, unexploded, and didn't like the result. Thought it looked sketchy and certain parts of the model seemed to be projected on top of other parts. But it was probably user error, I'll have to look at some tutorials and give it another shot.