Probably a gamma issue. I'm not a Max user anymore so I don't know the particulars, but it looks like max is displaying your renders at a lower gamma (1.8?) then the output (maybe 2.2)
WIP 14a Baking errors with certain objects. Does anyone have a solution to these pinches in the normal map I'm getting from xNormal bakes? It's also happening as well with other objects in the scene.
Look at it this way .. is it better for your in-house artists to be creating damaged pillar #147 or is it better to outsource that piece and get your guys working on hero pieces or unique things that make the game special?
That's very strange, indeed. Would you like to try setting the Suite to directly interface only with CS6? That may alleviate this problem. If it doesn't, I would recommend doing a fresh install of 1.8.
I remember that thread. I've gotten some really good head topology refs from it. Looks like I'll be sifting through those 145 pages once again. Much appreciated.
Make a layer with mid grey (128 RGB) and put it below the convex and concave layers. Set the convex layer to linear dodge set the concave layer to linear burn
Here's the first one others still rendering. I also rendered on 128 grey (which is also how it looks in Photoshop/Max) but on uploading it turned white. Sorry.
Nope, UVs aren't bound by texture sizes. They're just coordinates that are relative to whatever sized texture you use. 2048, 4096, 128... it's all the same to the UVs.