Max 2012 changed something in the way snaps work, particularly in using a single axis when snapping. (Possibly my favorite thing about 2012) Back when I was using max 2009 I turned off "Use Axis Constraints" in the snaps options most of the time. For some reason with it on max would ONLY snap a single axis at a time.
The metaballs approach is interesting but the resolution of the droplets is pretty low (they look big). Have you seen these papers by Tatarchuk, Isidoro et al: http://developer.amd.com/wordpress/media/2012/10/Tatarchuk-Isidoro-Rain(EGWNph06).pdf…
Sad to hear this, his artwork definitely influenced me over all these years. he was hilarious on the colbert report. http://www.colbertnation.com/the-colbert-report-videos/406796/january-24-2012/grim-colberty-tales-with-maurice-sendak-pt--1…
Qualified normals are what Autodesk is calling their fixed viewport normal map rendering. To enable it you add: [ViewportNormalMapping] ViewportNormalMappingType=Qualified to you 3dsmax.ini which is found at "\Users\UserName\AppData\Local\Autodesk\3dsmax\3dsmax 2011 or 2012\enu" If you are on 2012 you also must be running…
Out of curiosity have you run the script? I dont see anything that should stop it from working in 2009 but maybe the last line: createDialog renameMaps 200 210 style:#(#style_titlebar, #style_sysmenu, #style_toolwindow) can be changed to createDialog renameMaps 200 210 Not sure if those styles were there for 2009. I tried…
artquest> I think HLSL has a simple flag to handle linear from what I've heard. Haven't worked with HLSL myself. When I author my shaders in mental mill I usually handle this manually by x^2.2 on the inputs I want to convert from gamma -> linear, then on the final output you want to convert back to gamma by x^(1/2.2).
For that I was just using a plain Blinn shader in Maya. I didn't have a target game engine; that was just rendered in Maya 2012's viewport 2.0. I've never been able to get the Xoliulshader to even load in Maya 2012. Don't know what I'm doing wrong with it. When I start my next asset I'll try with it again or use Marmoset.
It's an improvement but the need to click a button means it isn't quite there... yet. The lack of 2012 support is a disappointment we're just switching to 2012 at work, hopefully that can be worked out. Personally I would love to see it work exactly like in Maya or Composite/Toxic where you can gesture through the menu…
http://www.gamasutra.com/view/news/190895/ Just randomly saw this. This was dated two months before the Examiner's "developers make too much" piece. Don't know if this was mentioned in any threads before. Gamasutra article used 2012 Gamedev mag data while the Examiner used 2011's. There's actually a dip n the survey…
Well I finished my rigging class with an " A " but my teachers c&c and positive feedback means nothing with the advice that comes from this community :) . So let me know what yall think. I modeled the RX-93 Hi Nu Gundam from Char's counter attack. Programs used : 3ds max 2012 ( Modeled here ) Maya 2012 ( Rigged and…