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In designer it's just one of the bake types. It will fix normal maps up if UV shells rotate/scale non-uniformly It cant bake from UV set to UV set on the same mesh afaik. It's in the baker documentation. I don't know about xnormal because it's not 2014
No I'm on Max 2016. I know Max 2012 had some rather bad vertex color issues, but no idea on 2014... The steps seem fine, assuming your selecting subobject level 0 first before creating the vertex paint modifier too?
IMO it'd be cool to see the tri count doubled just to smooth everything out especially the feet and face. I feel like there could be some similarities to something like this http://www.freelargeimages.com/wp-content/uploads/2014/12/Pocoyo_images-7.jpg
Metro gave it a pretty good review, at an astounding 0/10 http://metro.co.uk/2014/02/04/dungeon-keeper-review-microtransaction-hell-4289901/ I love this in the Pros list (Pros and Cons) for the game: "Older smartphones arent compatible." LOL
Death Prophet Armor Set is out for Spring 2014 event. First armor set in which I participated. I would like you people to take a look and see how it turned out. Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=219006015
Hi guys. When i am using uvlayout plugin for 3dsmax 2014 i bake normal maps from hipoly (after UV is ready) and for some strange reason it causes very bad result. it look like all smoothgroups are missing and each polygon on lowpoly has own smoothgroup. Who can help me with that?
Just something fun I've been creating for a while - planning to roll this one into a warehouse in Unreal 4. I'll update this thread as I keep working on it. There's no interior... yet! :smile: 3DS Max 2014 139k triangles 8k chassis, 4k wheels, 2k windows Texturing in Quixel SUITE 2
Ridley Scott is making Halo series, (sorry if this has already been talked about) http://www.eurogamer.net/articles/2014-04-03-ridley-scott-working-on-new-halo-digital-feature-project Principal Halo video game developer 343 Industries and Xbox Entertainment Studios are also involved.