I'm not sure on game mode as I haven't messed with that much. Try hitting Numpad 0, to go into camera view - hit n to open the properties panel and find lock camera to view. Then just hit Numpad 0 to toggle in and out of that mode. Focal length should be in the same panel labeled Lens, and clipping plane is in there as…
Thread over on CGTalk describes a few methods how to fix it: http://forums.cgsociety.org/showthread.php?t=237409 First one is to edit 3dsmax.ini and change the position values of the [MaterialEditor] section to 0, 0 so that it starts in the top left. Then there's the other method of hitting hotkeys to toggle the "window…
You could just use alt+x for xray mode. Or apply a material with 0%opacity to the model and see it in wireframe all the time. Or, set some keygframes and have the opacity of the material in diferent values for diferent frames. 100%opacity at frame 1 50%opacity at frame 2 0% opacity at fame 3 and cycle through the frames.
I'm a little rusty on this, but I think if you right click on your editor icon and go to Properties then add this after your exe path in the Target field - +editor +r_fullscreen 0 +r_gamma 1 +vid_restart it will work out for you. So, for example: "C:\DOOM 3\doom3.exe" +editor +r_fullscreen 0 +r_gamma 1 +vid_restart Gav
Still the same thing :( the file is located in /images/rotate.php The images I want to use are in /images/headers The code for rotate.php is this: <? = getcwd() . "/headers"; = @opendir() or die("Unable to open "); = 0;while ( = readdir()) { if(!="." && !="..") { = ; ++; } } = - 1; = rand(0,);echo "<img src='headers/" . .…
It was on last night. Knowing the Discovery channel it'll be replayed a lot over the next month or so. Should be able to catch it during the day on the weekend possibly. EDIT: I just checked, looks like it won't be on again until Feb 25. http://dsc.discovery.com/tvlistings/episode.jsp?episode=0&cpi=24702&gid=0&channel=DSC
Looks too narrow to me. http://images.google.com/images?um=1&hl=en&client=firefox-a&rls=org.mozilla:en-US:official&tbs=&q=3/4+view+skull&revid=944161551&ei=C0yMS5iJCJm6M8rsmW4&sa=X&oi=revisions_inline&resnum=0&ct=broad-revision&cd=1&start=0
When I want to use rectangular maps I unwrap my UVs as if it was for a square texture until everything as the same aspect ratio, place them in a rectangular space 0-2 range horizontally, then select everything and resize to fit 0-1 UV range. Then at RTT time I specify rectangular formats.
If you're into splinecaging with Max, then you might have run into the fact that you can't fuse lots of vertex groups within a range just like you can with the weld function. In that case the script below comes in handy (not to confuse with the Threshold function in the Surface modifier). But beware: in some cases in might…
Oglu - I set the subdivision iterations to 3 in arnold and checked auto bump like the tutorial suggested Musahidan - The tutorial suggested a mid value of .5 from zbrush balanced with a -.5 in the scalar zero value. Not sure if thats the issue and I should be just extracting it at 0 mid value and then leaving the scalar…