Unleashed: Thanks man. Though, it's not exactly the solution to the problem it now seems crucial in allowing me to work the way I used to. Strange because I can't remember ever using it in 3.1. I might just be daft, heh. MOP! Yes! I posted this question this morning on ZBC as well and got, more or less, the same feedback…
UPDATE So I quit my full time studio job last month so I could start doing a mix of freelance work and texture photography. Donations are always appreciated, as they enable me to take on less freelance contracts and spend more time on textures,HDRIs and various gear upgrades. I upgraded my old Canon 550d to a Nikon d750…
I really like it, I wish it supported SLI or if it does I haven't figured out how to enable it. Or if it is enabled it's not doing much... I get some chop at the demo's max settings (mostly coming from the AI I think) so I'm a little worried how it will run at release. But even turned down its still classic fun with plenty…
Japhir: Max 2008 - sorry. TheSplash: Heh, I planned out some of what I was going to say before recording each video, usually I'm not very good at explaining things :( We do have a variable for enabling dual quaternion skinning in ETQW (it's off by default, I think), I haven't really considered weighting anything…
Hey scott, here's what i usually do for that sort of thing. It's a few steps to set up but produces some cool results. First select whatever camera you're using, open up the attributes, and under environment set the color to like a 50% grey or something. Second, go into the render globals and turn off Enable Default Light.…
Nope, green orientation is set to 'up' in Max, I've tried flipping it aswell but it just looks worse. My basic workflow looks like this: 1. Make the lowpoly and unwrap with TexTools, smoothing groups from UV shells. 2. Make a copy (not instance) of the lowpoly to make the highpoly. 3. Put a new basic shader to both pieces…
The game has a high skills curve, which includes knowing how to avoid getting feared taunted, etc. All the things that are being complained about, are the things which really filters out good players from the just casual player. Build your team understanding each other weakness and strengths, and fight adapting to what's…
What I use the most: Space [hold] - menus , quick tap toggles between quad view and one view (where your mouse cursor is determines what view is maxed) Ctrl Space - It's like hitting tab in photoshop, just hides the channel box etc Right Click - Brings up a menu for edge / vert / blah selection Ctrl Right click - Lets you…
One more example: Top to bottom: - Base lighting - Shadow casting disabled. Since there are not any other objects in the scene to cast shadows on the hippo, this simulates turning off self-shadowing. With no self-shadowing, the body doesn't shadow the legs, the upper jaw doesn't shadow the inside of the mouth, the back…
Add a Turbosmooth modifier and enable 'isoline display'. Now go into editable poly and enable 'show end result'. This will allow you to model using the polygonal proxy mesh cage while viewing the subdivided result. You can also scroll down to 'subdivision surface' NURMS rollout in the command panel and disable 'show…