So..... is it a problem with Photoshop saving the TGA, or loading the TGA into 3DsMax? You need to be a bit clearer, this thread doesn't make sense to me. Are you saving the TGA as 32 bit?
Shmaba> thanx, maybe i will start with livestream.com we will see:) and here is my new work, c&c are welcome, models were done in zbrush and render 3dsmax/vray
Looks good. Are you trying to make it high poly? If yes you should smooth your mesh either with turbosmooth in 3dsmax or with SubD in Maya or equivalents in other 3d apps.
ok i'll take another look at the alpha. the problem i'm having is that 3dsmax doesn't like real time alpha... at all. let's hope 2012 is a bit better :P
Textured! Mostly final textures. Quick 3dsMax renders, no fancy shaders or anything. Have at you. Disregard the eyes, they'll be all glowy in the final shots. Full body large
I find myself working in Fusion360 a lot these days. I still do a lot in 3dsmax, but Fusion is great for many things, especially easy dimensional accuracy when it comes to 3d printing :)
Use the Split checkbox with the Cut tool. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-8DA624B4-32AB-473A-B5B4-77B8934DAE1B.htm,topicNumber=d30e178236
I looks like you are using 3ds Max. Try Probooleans. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-7621338C-661E-4A8E-9CC5-87DC8420D51A.htm
I would recommend baking in Substance Painter. I'm pretty sure 3dsMax doesn't use the same tangent basis as SP (Mikkt) so you will likely get normal artefacts and seams.