thanx for comments again, i personally like this yellow, but if you say so, here's a little bit desaturated version ZacD, it's a 3dmax viewport, only two omnies with black shadows :)
pior, yeah im trying that plugin, but, it wont export with crease well my modelling workflow all in 3dmax, it be double work if just for cheking crease i have to use maya
Made with DT Tutorial: Trying to understand some of 3dmax modifiers and learn quixel ddo: Made with DT Tutorial (2200 poly, 3956 tri.): Some renders (v-ray practise):
Wow, just tried to bake that Bevel shader In the last Blender 2.8 build. Thanks musashidan It's just perfect , the best it has ever been elsewhere. No need to even do face weighted normals in many cases. Too bad they did that monstrous UI change. Everything I love about Blender UI: hotkey approach, interface colors, tools…
I think I pressed a hotkey while messing around and now whenever I put an Unwrap UVW modifer on anything and select faces, it's triangulating my faces.. how do I turn this off?
Any of you have any experience with RAD's Granny Animation system; the 3DMAX exporter in particular? I have having some trouble exporting models with multiple material IDs. Any help would be appreciated.
I could understand if someone would ditch Blender in favor for 3dmax or the full Maya suite. But Maya LT? It's such a trimmed down package, that I find it quite a impudence to sell that for $50/m
Hey! Are you using 3Dmax? Yes I've set the object's visibility to 0,9 in the object's properties. Thank you, I'll check the links you provided and try adding more edges. Thanks!
Great info Ged, can you give any insight on how to go about setting up " bilinear mip mapping and a screen res of 480x320" within 3dmax? Would be much appreciated :)