Bring the UVs back into 3ds Max, apply the texture to the model so it shows in the viewport, and apply a UVW Unwrap modifier to edit the UVs. This will let you see the 3d model while you edit the UVs.
I'm using it in 5.1 for a year or so without problems. But yeah it does require Editable Poly. Bio Skin does some similar things with Skin, works in 5.1, and requires Editable Mesh. Might try that...
could it be your color profile loaded? try going to edit->Color settings or Edit->Assign Profile I know having different settings in these menus can affect how the document appears on your screen
Did this just come out? Odd that its a year later and not something included with special editions when the game came out last winter. The extra book that came with my special edition was incredibly weak.
Hi Vig, thank you so much for the encouragement, the great reference pics & the crits I should have a decent update to post sometime later this week or next [edit]or next, or next[/edit]. -DK =^..^=
Omg thank you so much! I was wondering why I couldn't see mine in UVW Editor. What I did is select "Open UV Editor" > "Mapping" > "Normal Mapping" > "Back/Front Mapping > Selected Ok. and it pops out with editable material! <3 =)
I started my first female model last night,tifa from ff7, and got up this morning and started some editing, I need some crits, because I have never done this before, the alpha mapped hair the female features, etc... [edit]
I had a few requests to make my own thread for this thing, so I will. What I'm doing here is essentially using photoshop as a method for editing a 3d tile-driven environment, something akin to oldschool RPG's or Final Fantasy Tactics. Here's the low-down, for those who don't watch WAYWO First, I got the idea it would be…
Random 0e4 Basic Picture of Random for you to get an idea of the character (I did not use this as reference, I drew it after I made the model) Bio Random is a Bio-Dummy, a being designed to work like a human, mainly used in "human" testing as they are cheaper than cloning. Random is 0 series, the first series of Bio-Dummy,…
right its been awhile since i did some serious normal work BUT was experimenting with baked normals for linear things like railings, sideboards etc the issue is with soft edged models at corners where the smoothing group is broken EG if you want a tiling skirting board normal map you break the edge normals at the corners…