You need to set the normals to qualified mode via the 3dsmax.ini file. Enabling qualified normal mapping is done by adding the following lines to the end of 3dsmax.ini (C:\Users\UserName\AppData\Local\Autodesk\3dsmax\2011 - 64bit\enu\3dsmax.ini). [ViewportNormalMapping] ViewportNormalMappingType=Qualified[/quote]
Haven't dl your file, but you can do this by editing the alpha channel. Make the label white, make the glass a dirty almost-black. Then it's up to the shader to enable alpha blending. btw... get dropbox. It's free and no hoops for people to jump thru to get your files.
If it is just one lantern it is just fine. I would make a collision for the inside of the glass yeah, as well as its outsides (maybe not needed dependent on how it works). Do you know how to make custom collisions? Do you know how to enable collision on particles?
sounds good, its weird that your getting that though never had it in blender before. i take it you have glsl enabled while in blender. and your model looks good, interested to see how the project of yours turns out, like the reference pic as well
Ambient Occlusion is just a rendering technique used to calculate where the ambient lighting would be occluded, I think it's always grayscale. In real life (but also using different rendering techniques) you have bouncing photons that would enable the colors to 'bleed' into the shadows and occluded areas.
If you use Maya I would make sure to enable viewport 2.0 for anything highpoly, and delete all history first. But personally I wouldn't bother with Maya for the bake. But use xNormal instead. I find xNormal just easier to work with and find it performs better.
MAX: Vertex snapping. Just enabling 3d snap by hitting "S", and dragging a sub-object selection based on a vertex of my own choosing to quickly align it to any other vertex in the scene kicks ass. This is where I muster extreme restraint and avoid comparisons to Maya.
If the verts have a weight of 1 then they should follow what they're bound to perfectly, almost like they were parented directly to said bone. Make sure that 'normalize' is enabled, and check in the weight tool that even if other bones are affecting them the overall weight adds up to 1.0
most of those disabled shaders are enabled now. they simply were not tested enough previously to include in the vanilla package. I've been using them for years and have had no issues with them. Personally I'd avoid the standard material for realistic renders. It's out of date and really shows it.
Did you do a negative scale? It should be ok after freezing your transforms Then the black backside in general, happens because of a new default setting in the viewports: Viewportmenu -> Lighting -> Two Sided Lighting is unchecked! Solution: Enable it and it will look the same from both sides again.