I suppose from the perspective of development but it doesnt seem like it from the end result on certain games especially from the PS3 perspective. But thats not really my point, a console having its own well built default engine could make cross platform development for that console easier.
That's a lot of useful stuff! Thank you. Just a quick question. Could you tell me what line to add in those mel scripts that the window will remember it's last position? It always opens in default place and usually it's in the middle of the screen so I have to move it. Appreciate your help.
ok guys. thanks for your help :) Its weird because when i was using max 2011 i didn't need to run as administrator and my UAC settings were windows default. :S I use the shader at work and i guess the UAC settings have been changed there :)
A more common usage of several UV sets is to have a certain texture use a certain UV set. For instance having one default optimized UV set for all your textures except for your Ambient Occlusion or Light Map since this UV set cannot have overlapping UVs.
Yes, in fact I wired the basic RMA shader using it (Stingray PBS is based on Maya ShaderFX). The downside is once you use a custom shader, all live update integration tools stops working as they assume the default shader. I will go through your linked threads tomorrow :)
No it didn't, but it's really odd, any new projects I've started with SP don't have the same issue. It seems like it's a very select few simple projects which give me this issue. I'll check out my control panel today and see what my default processor is.
Gamma issue as usual. Max convert your 8bit map to gamma 1 then "rescale" it to gamma 2.2. Gamma is vital for rendering and this is only a display issue, but once again a smart move from autodesk to activate this by default for people who don't know what it is for. Disable gamma/lut correction.
Okay, holy crap. I created a similar material. Now the viewport is rendering all objects behind that material. how do I fix this? Nevermind... Fixed it. Turns out shaded mode really messes up materials :S. I thought it only removed default lighting/shadows.
Belt Buckle Thingy. Still have a long way to go when it comes to sculpting. Quick re-topo and unwrap, then into substance painter. Pretty much default 'bronze armour' smart material applied. Prop in Unity 5. Still have a long way to go, but thoroughly enjoying the process!
Hm. If exporting from Max, have you set your viewport to qualified normals (Xoliul Shader has a little script to do this for you), and are you exporting from Max with Direct3D viewport instead of the default Nitrous? You could also try flipping your green channel in Marmoset..