It should work with version 2.70 and up. I actually just realized I didn't include this in the Readme, but it should be in the addon manager as 'FBX Normals & Smoothing Tools'. Once enabled, it should show up as a tab in the Tools panel. Thanks for downloading, by the way, and let me know if you have any questions.
Thanks, it was the green channel's fault indeed. I had enabled "FlipG" in the normal map slot in Zbrush since that's what a tutorial I followed did. Turns out turning of Gamma/LUT correction in 3ds Max helps too in case one doesn't want to invert the green channel for some reason.
This issue appears to only occur when im in DX11 mode, if I switch to DX9 it doesnt flicker at all. I tried right clicking and going 'play level > play on pc to capture using fraps but that loads up in DX9 mode, so does anyone know how to enable that to use DX11?
I just tried that, for science. It produces a visual effect that is a dead give away to flipped normals and requires the extra step of enabling a double-sided display to counter, and interestingly the brushes still behave symmetrically either way. Edit: And with backface-automasking on like mentioned previously, just…
Delete one half of the model with the fixed UV's and mirror it again. If that is not possible, simply move 1 uv shell over by 1 on the X axis or something and unvold both separetly. Worst case scenario, you redo the fixes you made to the mesh, and make sure that "preserve UV's" is enabled in the move settings.
I've been busy, almost finished all the meshes and materials, did some general placement. Can't decide about the fog, I like the extremely foggy atmosphere up close, but it gets a bit washed out in aerial shots. I use exponential height fog with volumetric option enabled by the way.
The noise is most likely from your orignal bake. From what I have tested, its due to the settings you baked at. use the default settings but add enable SSE on, Antialiasing on with the filter: Catmull-Rom global super sampling on hammersley with quality at 1.0 It MIGHT get rid of that surface noise.
This is likely because the texture has an alpha channel, and Max by default will enable the alpha, which causes a diffuse bitmap to show the flat diffuse color behind it where ever the alpha is dark. Disable the alpha in that bitmap's parameters, and this should go away. Here... where it says Alpha Source, set it to "None…
seems like a classic case of computer AIDS. probably videocard just going nuts. Do what Jeremy said if it still happens try updating your drivers. Do you have DX10 enabled in Max? That seems to just breaking everything at all times because DX10 integration in Max is horrible.
yeah with nitrous enabled in shade mode it is really hard to see which is flipped and not. In dx mode you can see clearly. Thats a nice idea Eric.]Is there a script to flip all the normals in the same direction even if there are faces flipped in the wrong direction and some in the wanted direction? Edit: Nevermind found one