Polyunwrapper's packing tools are fantastic improvements to the default Max Unwrap UVW tools - especially the built-in pixel padding for the shells that you can set up to 32 pixels IIRC. Even that alone is worth the price of the script.
i just shot myself... with whisky and ginger thanks guys :) edit: 32 (it's not old, NOT, OLD) brandboom, you cruel, you guys need to grow up faster so i can make fun of you!!
no it didnt come up. I treied it with 3d max 9 32 bit and I got this message. http://i207.photobucket.com/albums/bb52/ashleysparling/help.jpg?t=1217630222 but I know that its the right plugin
I had similar problems like that when the UVs show on the model. Make sure when you save your specular map it is a 24 and not 32 bits/pixel. Dont know about the other thing sorry.
Must have : i7 CPU at least 16g of ram ( the more is better, if you can afford it just go for 32 ) and for the GPU Nvidia is a must have, and I'd go for the GTX970 Check this link
I started as a junior generalist artist in the games industry at 32. I'm now 39 and I just switched jobs (from UI) to be a concept artist. It's never too late... "chase the dream!"
It's likely because you're baking it as an image with 8-bits per channel instead of 16 or 32-bits. Try baking it as a TIFF file instead of png/bmp/jpg etc and see if that helps.
First game was Red Baron. The old dial-up at 2400bps. My god. But TRUE deathmatch was Quake1 in a 3D lab with 32 players. I also refused to play with a mouse. Keyboard only.
Good thing you got that sorted out. But take my advice: xp64 sucks. I'm switching back to 32 because I can't take anymore the slowness and instability. Everything crashes.