Does anyone know how to do this? For Default Scanline Render In Maya it was something like Vector Render... Been a long time since I've done that though. There has to be an equivalent for Max... Right?
Gonna be creating a fully playable Orc character for UT3 (new skin over the default male rig). I have some (badly drawn) concept art that I will be posting soon. Stay tuned. :D
Hello, I am trying to do some low res crystal shapes in 3ds max, and wanting to bake the default 3ds max highlights into my texture to fake lighting, is this possible? Thanks in advanced.
Hello! By default DDO using bump map for some details of relief. But what is the point to use extra map for it if we already have normalmap? Can i move those details to the normalmap in DDO somehow?
just like the title says, when working with a base color (for a metalness workflow, when right clicking and adjusting the PBR to something preset, there are no colors set for the basecolor. Such as metals are by default set to white in the base color.
Is there an easy way in Max to set up Edit Poly and it's various tools (extrude, bevel, etc) with the settings I want to use by default and have it remember those between sessions? Or is this "write a script" time?
http://www.zbrushcentral.com/showthread.php?p=661395#post661395 This just got sent around at work...seems pretty cool. I've never used anything other than max's defaults for unwrapping meshes so I'm keen to give this a crack.
any one know of pose manager like script for Maya that works with Human IK? When I attemtp apply a pose with poseMan 1.3.3 to HumanIK, only the lower body is posed. torse and arms remain in default T pose.
Hi all, Can anyone tell me the exact size of a default grunt character in Cryengine 3 in meters or centimetres...mainly for scale reference as im modelling an environment in a short space of time. Many Thanks in advance :)
I'd just like to point out that 4k textures are used all the time in modern games. It's been the default size for my work on current consoles for a few years now.