its the shortcut override toggle button and its within the main menu of 3dsmax. If you enable it it forces shortcuts that are modifier specific or tool specific over the default interface shortcuts. This is sometimes required so that shortcuts for example in the UV editor work or in the Edit Poly modifier. Its really…
Thanks for the reply. I believe the Char Select Anim is Idle_Rest. Ive narrowed it down to the point I doubt it is the Anim positioning. I switched the animation to one of the default UT animation sets and no change. Ive also done the inverse, linked my animation to a UT character and it has no effect on the avatar…
Well the .xml for custom Materials/Smart Materials are located under Users/User/AppData/Roaming/Quixel SUITE/presets with the default stuff being located at the Public user. I have no idea how/where the custom material textures or references to them are saved though, at least the .xml doesn't contain any path so I guess it…
Each box is 128px X 128px. 128 is the height of a standard story, 72 is the height of a person. You can treat 1px as one unit in Hammer, Max and PhotoShop. To get better pixel resolution in game, all textures are scaled down to .25 by default, so you get 4px for every unit. I think the same holds true for Maya and UnrealEd…
+1 to the mirror suggestion. Masking is always useful for the plumping step, allowing you to isolate the top from the bottom. You should add some more volume to the area above the top lip as well so that it doesn't sink in so much. You shouldn't need to download it anymore, it's just sitting in Lightbox. I just used it's…
what lupus said -- oh and make sure you got that crappy quick edit mode OFF otherwise it's all aliased bumpviewer material has to be loaded from the directory, it's not in the default list. if you want to rip to normal in zmapper, convert the b&w to alpha and use the displacement view settings (these use the alpha as the…
on the rendering he/you looks like a dead person because of the grayish lights. Especially his pink ears are kind of standing out as the color is not present anywhere else on his body or face. But maybe its also the purple light that is shining from the back that makes the rendering look odd - almost like the blender…
I find it strange how a few people don't like the new dark ui. The bright grey was definitely harder on the eyes. Which is why I loved Max 2010's default layout. As for changing the ui color, ditto what MoP says. Isn't there a UI customization window where you can change all the colors of every single window/toolbar? Or is…
Sweet! I'll have to try that out. Is there somekind of backface selection option that's turned on by default in Max? I have no problems selecting the verts I want, but I'm having extreme difficulty selecting the edge/faces I want. 85% of the time Max will select the edge/face on the other side of my object. As you can…
I don't know Eric, I think mostly people are just lazy, and slow (in the head). Smoothing groups are very easy to understand, and they are in the frickin help file! I just made this cause I have seen way too many models in PnP that have 400 smoothing groups from the default creation, and haven't been touched by the artist.…