Sorry if I came of sounding defensive about the matter. Please do share ideas and suggestions. I still have your idea in the back of my head, not sure how what to do with it yet. :)
Hi kodde, thanks for the update! but unfortunately the object's normal still need to be flipped in order for it to show the object correctly. Btw, I'm not too sure with what you said about "invert normal map functionality" because it seems like the previous version is looks better. Sorry if I'm explaining it wrongly but…
Ah I see...sorry for my lacks of understanding about coding...I only code using flash action scripting...well, just to move ball from 1 place to another lol. Now that's explain why when I put omni light I only see a permanent light source position, because when I put it let say in top viewport there is no way to changing…
The Normal Map Multiplier can go down only until 0.0, cannot have negative value. Multiple UV set what I think of right now is separating it using MaterialIDs and combine it with Multi/Sub-Object material type, but this will separate the UVs (for example 1 texture for head, another for body) and I don't think this is what…
Oh gosh...I'm super confuse now...but one thing I notice from v05 and v06 the light-med-dark naming is correct but the slot kinda messed up. map name.................[the actual map] light...........................[dark area] medium......................[light area] dark...........................[medium area] And v06…
DUDE IT WORKS!..lol, sorry I just too happy right now :) Ehrm, ok so I try google about "multiple UV set" topic for Max and didn't really get a clear explanation. But I did found some topic about changing the mapping channel, so what I have to do in Max just apply another Unwrap UVW Modifier and change the Map Channel…