Actually you have an output right there, it's just transparent because the default alpha, like all greyscale input in SD, is black if nothing is plugged in it. You could modify the RGBA Merge node to add a switch for the alpha or make a second node that would be a simple RGB merge without the alpha channel.
Check your renderer, RTT only works with Standard, it won't work with their new default cloud render 360 thing. Link: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-80560237-F60A-48E2-B23C-FAE67AF0167C-htm.html
Great scene, love your rocks thought they where udk's default rocks for a second their, possibly to help with the look of your environment you could add a bit more damage to the statue's face its looking smooth . hey what do i know XD great scene so far
In CS5/6 some of the settings were removed, AA quality is one of them. And by default PS renders with best AA. To get to render settings double click Scene in 3d inspector: But I would never recommend to use PS for 3d unless you really want some bdsm action
While I agree in general with the setting up your UVs sentiment, check out the "Polar Coordinates" filter under Distort filters for a Photoshop way of doing tire sidewalls. It's no bend modifier, but if you set it to 'rectangle to polar' (I think it defaults to that) and play around it can do similar things.
Not sure what the problem is, I got this result with all default settings. Make sure you center the pivot and freeze the transform of both models before you add them to the baker. Oh yeah and what the f is up with this thread, I can't link in thumbnails so enjoy the gigantic picture.
here's a shot of her in game at the moment - as you can see with the default animatons it looks a little weird. also, does anyone know much about how unreal lights it's models - particually in outdoor areas my model becomes superbright (you can see it on the right side of the back view).
By default that is how what should be? Lets say for instance, I am going to take this object and bake something out of it. Well I have read that if your UV's overlap is will bake out incorrectly. If I baked those UV's in the original post, would the ones in green be overlapping the ones in blue?
Finished the trike textures today and started setting up a shader in UDK. I'm not really sure how to make the chrome look more like chrome but right now I'm not 100% happy with it. UDK Ground mat and skybox are default Unreal and placeholder until I get a base / backdrop sorted.
maybe its just the lighting that makes it look like that. If your in default lighting maybe try making a quick 2 or 3 point light setup and using that, just looks like heavy shadowing to me. Also maybe its just me but looks like the light is coming from the bottom.