Best not to check then. Did you happen to see if any errors show in the Script Editor window when saving or opening? Late edit: Is everything contained in the same scene file, or are you using assets/references to other files?
I having a problem, I am trying to do a batch render of another scene containing particle flow and it is stopping after rendering one frame. Any suggestions? I am using 3dsmax withy mental ray.
Just did some tests for a glass shader. As the scene is a pharmacy, there will be a lot of bottles and various glass containers. I'll have to test this shader on actual models, but I'm pretty happy with the result so far. Next, textures for the shelves !
I uploaded a max file it contains the non triangulated version and low poly with the stack above it , did you need a lower version file? I saved a smax 16 but I can save as 15 or 14 eventually .
I don't have any critique on the shape, but the designs on the top look a bit busy, maybe move some of the busyness to the sides? Gamer-mind tells me that the crate contains: Nades, ammo, health and shield recharges though.
Gotta love valve for that shipment container. I hope the official released version steambox version looks a bit more unique though. It should have the wow factor that makes console players want to consider going with the SteamBox.
So you randomly received a private message on Facebook, from an unnamed Facebook user, and this private message contained this concept? That's the story on how you found it? Why not cite where its from and/or take ownership in it if its yours?
I'm guessing these are from Nvidias Photoshop plugin? There are other options you could try if the Nvidia Photoshop plugin is borked. I think ATI's Compressonator is quite nice. Unfortunately not contained within Photoshop, but nice none the less.
It is not :o i never used them in production but if i'm not mistaken, the bent normalmap contains occlusion information. okay from what i could gather bent normals in xnormal are just faulty and are identical to object space maps?
I though the point of handpainted textures is that they already contain light information.. That's why I think your earlier screenshots were better when it comes to lighting.. just my humble opinion. great work nonetheless! :thumbup: