thats just a floating value representation, in the end its stored as a 8bit short value (integer from 0-255). What unity does in the background is simply multiplying that number with 255 and convert it to a integer value. For web development especially in the area of Flash Hexadecimal values are very speedy to work with…
You're right, I've added it as a bump map, good spot :) I've just read up on this and saw this on a tutorial: Now go to 3dsmax and open the Material Editor (M). Select a new slot and go to the Bump slot. First set the amount to 100 (the default is 30). Click on the None button and from the window that apperars select…
The way I've gotten a decal to work without flickering is to use a composite map slot (not a composite material type), and a secondary UV Chanel for the decal. Its a pain in the ass but works. These two tutorials cover it greater detail. I also think there is an official Autodesk promo video floating around, probably up on…
Can't really do that within the same modifier. Better to use separate objects. Anyhow, those objects are separate in real life, so your model should do the same. This is worth a read (help file) http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-9F0E9AC3-FAE6-46A6-83F3-591084220B12 I used all three methods recently…
You need to bake it with the first method, maybe it's still another problem, but atleast you are sure that isn't causing it. (and don't forget the smoothing groups after mirroring it, and before baking) maybe also worth mentioning what program you are using to show your normal map. The reason you offset UV's is because…
http://www.urgaffel.com/tutorials/vptut/index.html http://docs.autodesk.com/3DSMAX/12/ENU/3ds%20Max%202010%20Tutorials/files/WSf742dab04106313373c293b3112a19e3d72-7fdc.htm http://www.scriptspot.com/3ds-max/scripts/vertex-color-tools-0 Follow the first tutorial to understand the technique. What i usually do when working…
Was doing some tests, makes me feel like I am doing something wrong: Wanted to test the tangentspace switch, but the 3dsmax wasn't giving the result I was expecting (but looks fine inside max) Then did another bake in Xnormal 3.17.16, normal map is looking as I would expect it to in PS. Converted the normal map in…
So first pass on the highpoly. Pretty happy with the turn around actually. I've been working on it from anything to 15 minutes here, a few hours there and so on. Before starting I made it clear how my approach would be. I looked at the concept and decided which pieces I would use the 3dsmax/ZBrush/Dynamesh/Polish/Decimate…
Great first start! I'm going to write you a list of everything you should look into to help you learn the important stuff quickly. If you learn how to do all these things then you should be well on your way. As well when completing a process, if it takes to long, there is probably a faster way to do it. How to use the:…
I've only started to warm up to maya, but I'm not going to switch my main software anytime soon unless I'm being forced to. Blender is just what I'm comfortable with. Industry standards are only here for a lot of reasons but those standards are very quickly coming down with the introduction of more third party tools. like…