fly_soup: That's a tough one, I suppose if you can get a screenshot of the model in an engine that does it properly and it looks good, it shouldn't really matter that your spec is grayscale. On the other hand, if you're showcasing the actual texture, coloured specs probably look more impressive than grayscale... heh. I'm…
I had problems using Max 2012's standard viewport lighting. Maybe you have the same problem too. If your are also using max 2012 try this: click the [+] on the top left corner of the viewport -> Configure -> Lighting and Shadows -> Use default light and switch from 2 lights to 1 light.. maybe this helps
Very nice, really digging the details. Which variant of the SU-122 is this? Also not sure if you have ever seen this site but its great for everything military on reference images. No SU-122 sadly but tons of the SU-100 which is a very similar tank pretty much the same hull but with different armaments.…
The quality of that video is pretty bad, its hard to tell if the gizmo is actually highlighting the vert or if you're grabbing an axis. If you hover over the center of the gizmo it should unhighlight all of the axis and put a little circle around the vert, then you click and can drag it around. Which is the core difference…
You can hack the TAB key directly into the *.kbdx config file, using tab's virtual key code ( being "0x09" ). Together with the Max internal action provided to toggle floating windows, you are able to simulate the sub-window toggling using the tab key, like Adobe does it in Photoshop for example For Max 2013 and up: simply…
Have you installed the latest Service Pack? Max 2012 had a lot of script problems out of the box. You only need the newest one (Product Update #12) Here: http://knowledge.autodesk.com/support/3ds-max/downloads/caas/downloads/content/autodesk-3ds-max-2012-product-update-12.html
You can get a sample level of Shadowgun for Unity, which is a 3rd person action game by MadFinger as well, from http://blogs.unity3d.com/2012/03/23/shadowgun-optimizing-for-mobile-sample-level/ It's from 2012 so it might give you some reference, but like EQ said it really depends on what you actually have on screen.
Mark, are you using Maya 2012 when you create an AO map? Or is this really a problem isolated to 2011? I believe I have had success using the MR common settings' fill texture seams setting in the past. I'll dig around and see if I can find a copy of 2011 to try with and see if it was fixed in 2011 -> 2012.
What tangent basis is the toolbag using? I've got a bake from max and thought I'd test out the new toolbag, but I'm seeing all the usual triangulation issues associated with incorrect tangent basis (not in sync the baking tangents). Model is exported from Max 2012 using FBX 2012 (.fbx of course), with tangents & binormals.…
Scanline is fine. Mental Ray in 2012 is fine. (but unfortunately, neither of these help with baking down PBR) Vray in 2012, 2014 has this issue. Mental Ray in 2017 has this issue. I can't quite believe that Normal Maps cannot work properly in a simple RTT setup. Has anyone had similar issues? Thanks for helping Eric!