Depending on which version of Max you are using, you can just delete the 3dMax.ini file. Max will create a new one at startup and remove all of your settings back to default. I know this works on older versions, but I am looking for it on 3dsMax2008 x64 and I can't seem to find it :D
Mostly just dealing with metals. I wanted the purple areas to be more of a purple metal but couldn't make that work so I defaulted to purple enamel on metal. Also it was a bit hard to make warn/dirty/burnt metal. It generally just looked a bit too clean and shiny. It all worked out though :)
http://udn.epicgames.com/Three/TextureOptimizationTechniques.html I've also found from various places that the blue channel gets altered a bit, creating possible artefacts. I've noticed this myself when trying to use the blue channel of a normal map for something else (for instance a specular map). (Importing as default…
I have max set to 1=pan 2=zoom 3=orbit. I mapped hotkeys in the uv editor for pan and zoom at 1 and 2 as well. It works with the uv editor window open and then the default keymapper button active (strange but true). You can map the hotkeys through the customize menus dialog.
Eric hi Only tested with a siimple one from ZB I will try with opne from 3ds max (My main app) (Obviously an OBJ) EDIT: Exported a cylinder from 3ds max - converted to an editable mesh and imported as mesh into DDO - nothing happens - I still see the default sphere :-( NIR
I haven't found a solution yet. Mostly because Maya is being Maya for using a cubemap like this (this is the default cubemap that comes with Maya LT, I only edited its color for clarity): Which means you need a HDR image like this: Not sure if there are any tools to convert panorama photo into this type images...
I did some tests and you have right, the RGB values are very sensitive to the end result. Regarding the gamma correction you have right too. On the website refractiveindex.info all values are linear and Arnold expects at default state all his input values are linear, then we do not need an inverse gamma.
I just unwrap everything to two 1.0 squares, set a fixed pixel distance for the shell spacing (usually 8px, but depends on many factors). Then when I'm done I scale everything down to fit the default range. Then just set your dimensions under the Snapshot options and render out the UV map.
Looking awesome :) really like what youve done so far. are you going to keep the default sky in udk or make your own to go along with your scene? also, how did you go about creating to rope along the boardwalk? as in mesh wise? :) Keep it up, will be looking forward to more
still not showing. To publically share images they MUST MUST MUST be in or in a subfolder of "my dropbox/public/" if you're running the shell extension (default dropbox install) you should be able to right click the file and select "dropbox-> copy public link" If that option is not there under the dropbox portion of the…