Those are all viewport screen grabs. The seam that shows up in the middle of the "Together" shot that has 3dsmax displaying my Diffuse and Alpha together has a seam in it. The seam disappears if I have it show just one map. Does this make it more obvious as to what you're looking at? This is driving me nuts
You misunderstood me...I know how to save default settings, but the 'set as default' button is missing in the Relax Dialog...or any dialog for that matter (stitch etc.) http://download.autodesk.com/us/3dsmax/2012help/images/GUID-AA932D5B-90C1-4CBC-880C-EB2861CBB0F5-low.png (image from the Autodesk online help)
In 3DSMax have only a Multi/Sub-Object material applied to the whole thing, and have different IDs set up and assigned to whatever you want. Remember to delete the IDs you don't use because the default Multi/Sub-Object has 15 IDs (I'm not sure, but they might show up).
That really is quite something, the skin looks very realistic...actually it's an ingenius method that you put into practice...just one comment and that's the skin looks just a tad shiney, that makes it look a little plastic, I reckon if you tone it down.....just a little you'll be on to a winner....btw...this is in 3dsMax…
Looks pretty interesting. I like the idea of having some Voxel support in ZB. Some of the stuff in that video seemed real interesting. What they should really do is a Uservoice thing just like Autodesk now has for 3dsmax. And follow what the users say too, don't just put it up.
You might have better luck using the reaction manager, my head explodes anytime I go near the wire parameters dialog box. Mostly because the UI is so borked, oh and its a technical rats nest of bugs, but hey if it kind of works lets put it in 3dsmax right? heh
Inside of polyboost (graphite tools in 3dsmax 2010) there is a Swiftloop function lets you place a loop wherever you click. It was inside the polydraw tools in polyboost, not sure where it is now in 2010. If I remember correctly it lets you slide it into place before you release. I haven't used it in a while tho...
well the problem is not really the shader itself, but the 3dsmax viewport engine, as it is not as potent as a full fledged next gen engine.. (dont even get startet with alpha transparencys :D ) i guess the normal map shaders from ben cloward are pretty sufficient for every day preview work.…
Thats great for first gun project,looking real good.Did you enable qualified normals for this and is there only single sg? Yeah don't bake in modo.Even in the 601 version there's no averaged cage.Ray distance method yields worst results.Use modo only for model and uv stuff.Try xnormal or simply bake in 3dsmax/maya.
Geom entity are for interactive entities with physical value, for any "basic" object it should be bring into the level as a brush. That said, most of your tutorial was mostly a 3dsmax than a cryEngine tutorial, quite confusing. And then last but not least...why are you doing a tutorial if you are not even sure of the topic…