thats one reason why I overwrite default colors in the UV unwrap editor with TexTools and removing the annoying checker background - because often you can't see shit.
I want to take a screenshot while 3ds max11 is open.I seen in fraps you can assign a button to take a screenshot but 3ds max11 seems to have all there buttons filled up and i dont want to mess with its defaults. Any suggestions?
Per title, what are the modern replacements for these old scripts to work correctly with more modern 64bit Max versions? What skinning tools are being used other than the default? Also, anyone tried this? http://www.raylightgames.com/xrayblendskin/XrayBlendSkin.html
Bakes fine for me. There was funky smoothing on the mesh. I unlocked normals in Maya, solved the problem. Baked with default settings in Toolbag. Didn't change anything on mesh except unlock normals.
Are you maybe using a secondary uv channel for the trim normals? I'm asking because Unreal does not create tangents for the second channel by default, which can lead to wrong shading.
I am doing some tests for repeating objects in a scene. To do this, create texture maps, and some default materials. Then I plan to export them to the Unreal engine, to do a test
You linked me to the default Drive directory - I'll need a link to the specific video you're hosting. :) DDO will only name PSDs based on the name of the meshes contained in the exported model.
You have to rig it to the existing 'weapon_2' bone and it has to be aligned with the default weapon. Before you skin it to the bone, delete history and freeze transforms too, or whatever that would translate to in Blender