Weird. I bet Max is storing the 100% scale first, then transforming to zero, before starting the animation. Exporter on the other hand might he tossing the initial state. So it starts at zero, and tries to scale from zero. Which means zero x 100 = zero! Just a guess though.
yea, 100% custom map is very hard to do, if you want to make anything bigger than a room. lol. i know, i was art lead for an unreal makeover mod and we made a small city 100% custom and it took like 6 months and between 30-40 people.
^+1 for the 100 pushups plan, I went through it once(didn't get all the way to 100, though it WAS for lack of trying :) ) but it's such a small amount of time required to do it, and you work so many different muscle groups. For someone that despises lifting, this was the easiest route for me to take.
Tried your alpha with zbrush alpha with dragrect with 100 intensity working good, tried in projection master, same with 100 and it is working good. Make sure you are not working on a layer with the slider set to a low intensity... just an idea ohh and another one, look if the intensity of the alpha in the alpha pallete is…
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4, 8, 15, 16, 23, 42 i tend to use 100, and 0 a lot (flow). brush is always at 100, unless i vary pressure w/ opacity. no magic numbers for the layers, just whatever works. Just at the least i have 6 layers with the above numbers in each psd.
amazing! thanks a lot mop! i'll work on it soon! what settings do you use on your brushes to create that effect? just hard round brushes at 100%? i draw at 100%, but then smudge it so the colors blend nicely... i guess that's what makes it look so blurred. thanks again!
Are you using MatIDs and hiding MatIDs for the vertices? Are you in sub-object mode in the edit poly before applying the UVW unwrap? Is the vertex always in the 0,0 position? This was a bug in Max 9 and lower, where when you auto-unwrap it would sometimes jam the W value of the 0,0 vertex to near-infinity.
Inside of polyboost (graphite tools in 3dsmax 2010) there is a Swiftloop function lets you place a loop wherever you click. It was inside the polydraw tools in polyboost, not sure where it is now in 2010. If I remember correctly it lets you slide it into place before you release. I haven't used it in a while tho...
Did bakes today, i'm pretty happy with the result, still stuff to tweak (Like the very heavy AO) but i can do that while texturing :) The wepons are pretty boring but i had to prioritise haha Better 100% done, 80% perfect than 80% done, 100% perfect