very nice, dont like am replaced by gun he could easily be foiled by a complicated door mechanism, why not mount that gun down the back of the arm/hand leaving him stil able to use both hands.
I thought the specular channel was not really useful in UE4-UE5, and they advised against using it? Does UE5 have a full specular workflow that can completely replace the metalness workflow, and still create realistic metal surfaces?
Sometimes when I select the RMA ue4 export option it does not pack the ao into blue, rather replacing it with just another roughness texture. Its weird because on some projects it works just fine and other times doesnt. This is on vs 2.2.2\
hi guys i always have a problem with baking when i bake my AO and render a UV and open it with PS and replace them look wath i got :poly127: AO ; 512*512 and Wire : 512*512 :( how i fix that ?
Per title, what are the modern replacements for these old scripts to work correctly with more modern 64bit Max versions? What skinning tools are being used other than the default? Also, anyone tried this? http://www.raylightgames.com/xrayblendskin/XrayBlendSkin.html
Hey i'm making a custom toolbar to replace my main toolbar. and wanted a way to make the pull down buttons (how the selection region pulldown lets you choose difrent types of selections) anyone know a way to create these type of buttons?
Here's A model I've been working on, Basically my original idea was he was a pet of loki and loki tortured him and replaced some of his skin with armour, hes a head ramming type creature, pretty dumb but powerful. here are a couple concepts, wires and the start of the high poly
My 1920x1200 24" broke down so I slapped on a 19" 1280x1024 until I can figure out what I'm going to get to replace it. A lot of my windows are going off screen now in max...I was just wondering if anyone knows how I could reset this?