Hardware lighting does not look the same as default render. You have to adjust the parameters if you want to make them look good in hardware or default, it doesn't work both ways.
Basically the default ones. Max obj with smoothing groups + split UVs + cage from max --> default normal map in xNormal. Btw: you are checking your maps with a proper realtime shader, right?
I'm not sure what the default is, but to change it: Go to User CP. Go to Edit Options. Go to Default Thread Subscription Mode. Set it to whichever you prefer. Mine is set to Instant Email Notification.
If you had use custom bitmap size turned on it will never work. I think some older versions of max defaulted to that... which would explain why they made that not the default setting later heh.
Yo sexies another tip I use all the time is to make models imported into mudbox roughly the same size than the default mudbox cube. That way the cam always behaves like default.
Default Female After playing around some of the sliders Default Female face Morph sliders and slight tweaking inside Zbrush now that im done with the body edits onward to cloth creation in
So I use Dynamic parameters all the time and out of no where when i created a dynamic node in cascade whenever i try to change the type to curve or anything besides default the value = "none" but if i keep it at default it works fine.... only issue is that i need a curve. Any ideas?
I'm glad it worked! I found that setting while scripting, because you can define custom accuracy for every spinner or just leave it to the default, but I needed to know how to set that default value :)
Are you sure you have painted over 100% of the terrain surface with your material on 1.0 hardness? The grid comes from the default material and if it persists, it means default material is still painted everywhere.
I just use the default settings and have 256 rays. My CPU is pretty old, that's why the default bucket takes so long on mine i think. I have a Q6600!! Ed