last update for today, the tracks, I had some problems with the pieces flipping using the script TrainMaker, finally figured out what was the problem, I'll add the rest of details tomorrow and fix some problems.
Yeah, I know what you mean, I have to use a script to tell the 'P2P Seams' in Max be converted to ACTUAL seams and all. Well, guess I have to suck it up or use Blender...
The width is treated as constant and the height set to match your aspect ratio. You can use Martin Breidt's Overscan script to adjust your field of view. You might need to use a camera, though.
sorry, no idea about your question - but OMG - is that the standard uvw editor in post 2011-versions of max or some crazy script-job? looks like icon overkill deluxe and a total UX nightmare. O.o
Scott Eatons "Archer" helped me alot. http://www.scott-eaton.com/news/uploaded_images/archerEcorche-727276.jpg or this side: http://www.reybustos.com/03ra/Quantae_mx.htm (hover with your mouse over the picture/ scripts enabled)
Heya Mark, this is really awesome, much kudos to you mate! Quick question, does the script put up empty space in which you can put anything on it, or does it limit you to the ribbon tools?
Been a while since I've updated this thread, I've been getting used to University and my modules have mainly been doing hard surface/animation and scripting. Here's a sculpt I did today-
You can be good at something close to it. Tech Art (rigger, tools, shaders, scripts, etc), FX, Level Design, UI. . . plenty of jobs for those folks. The problem is that you still need to be good at SOMETHING.
You can use Nightshade Blockout if you are working with Maya - see my signature. EDIT: Then for the rendered map, you can use my color splitter script in Photoshop: http://www.martin.dahlin.net/downloads/NS_color_splitter.zip
If you must maintain vertex order, the only way to do this properly is via a script that will re-create the entire mesh with proper vertex order. It would be very slow and a big pain, but would do the job.