I think it's been around since 2012: http://forums.autodesk.com/t5/3ds-max-3ds-max-design-general/3ds-max-2013-2014-nitrous-viewport-shadow-aliasing/td-p/4564207
Hi Everybody! With X-mas coming up and all, we thought it would be the perfect time to give something back to the community who have provieded us with so much invaluable feedback and suggestions! Therefore I´m proud to announce the "Quixel Winter Games of 2014"!! (Patent pending) All the games are made up by and judged by…
It works in 2011, you just install the 2010 version and point it to the 2011 3dsmax folder. I'm not really sure if or how PuppetShop uses muscle I've never run into that feature and I've used it quite a bit. Unless he's talking about using another lumonix product? They do have some kind of muscle simulation plug-in but its…
I just remember that I've never posted these old works (for Telltale, Microsoft, Gamevil, etc.) despite games released years ago, so I will post a few of them that I could collect screenshots from the net. [2017] KREE male armor that I've done at Virtuos-Sparx for Telltale Games. Sculpted everything except helmet and…
I’m incredibly happy to finally be able to share what I have been putting together over the past couple months, so with that i'm happy to present the Hard-Surface and 3D Print Pro Suite for maya A series of 4 Python scripts used for both hard-surface and 3D print prep pipelines. The Full Master Suite Includes: • Hard-Print…
Hello, I am currently hitting my head on the table. I made the model in 3ds max 2014. Import, and I see this in 3ds max 2013 I export to obj, using 3ds max 2013. And I open in Marmoset Toolbag In unity, no problem. looks fine. I made the model in 3ds max 2014. but when I export to obj.(2013 or 2014) and use marmoset…
the differences are minor, im still on 2012 since i haven't seen a reason to move to 2013 or 2014 yet. but if your learning, just choose one and learn it, the important part isn't the 3d package, but is learning how to model
Hi Trying to find a realtime shader for max 2015 I get 'advanced HLSL viewport shaders'. Which is great but searching that doesnt bring up much info. I like the recent max viewport realtime quality but my game textures show metal as black. There used to be the Xoliul shader which seems to not be supported in versions of…
didn't maya 2013 introduce angle weighted mesh normals as default? i cant find the documentation but here it is for 2014. you should change it to 'unweighted' to match what you had in other versions of maya - and hense what you baked your normals with.…
If you're on PS 2017, that would probably cause this. Use PS 2015, 2014, CS6, CS5, or CS4. If it still persists afterward, my recommendation would be to install the Suite to a new folder - like *\Quixel SUITE 2.2\ instead of the default.