"However vast the darkness, we must supply our own light" My first ue4 jam! Stellar Darkness, our game submission in collaboration with a small team for the third annual Epic MegaJam #ue4jam Check all the great submissions here, can't wait for November 30th, good luck…
Hello guys. I am working on a game character model and I would like to use the standard 3ds max 2010 shader for it. I am just not sure what goes under the specular level map slot? I know that my specular map should be under the specular map slot and the same one but gray scaled should be nested in to the glossiness slot,…
My aim is to create solid objects that can emit light. To the effect of what's in this image with the colored balls. From that point I'll alter the setting for what I need. So Mental Ray is no longer a part of Max, and every tutorial I find uses methods I can't since I'm on 2018. I've tried fiddling with the render, and…
"My commands shall echo forever in their dusty skulls." Finally finished! This is my entry for Retrogasm 2018. This guy is from Lost Kingdoms on Game Cube, a game I used to play all the time as a kid. The necromancer always stood out to me since he was the first serious boss fight in the game, and also terrified 10 year…
Hi everyone! I wanted to post about my current progress on my contribution to Retrogasm 2018. If anyone is wondering what this is about... probably best to look it up online (Facebook is where the main competition is held) but basically you have to make an old game into now a day standards. I wanted to try to make the…
For the life of me, I can't get the same kind of results out of Max 2011 that I'm getting with older versions of Max. I've even dug up some older files which were prepped for projection and I got some bunged up results with that too. First I found out that the ignoring MatID is broken with mentalray (great). Now I'm…