I think it's Del by default, however if you hold CTRL and click on the "Frame" icon you can assign any hotkey to it (provided you're on 3.1 since you can't do this in 3.0).
Does anyone have texel density script, which would adjust texel for all selection, but individual shells individually? Default Maya Get and Set Texel tool creates gaps between shells.
Perna has it many years ago (around 2009-ish? during his 3ds Clean era), it's called Automatrix, auto assign grey material and dark wireframe to any object created by default.
Well, not really, unless there's one by default in the scene, but i didn't notice it. I guess i'll just remove nodes one by one untill i see what makes the difference.... tnx anyway!
By default 3Dsmax use small size texture map for display in the viewport. Try to go to View->Viewport Configuration->Display performance and put like 4096 pixels in the "Texture maps" field. Could help
I'm guessing that the 'mechanic' character is merely a placeholder, as it's the default character asset included in unity. Looks like a decent start so far guys, I'm liking that plateau terrain going on in that second picture.
It might be worth verifying that the FBX plugin is loaded - I believe it's possible to disable it by default, and if it's not loaded that could be why the export is failing. There are plugin manager script functions to force the loading of any known plugins.
Which mouse settings are these? I've always used middle mouse button to pan, alt + middle mouse to rotate and scroll wheel to zoom. Those are default bindings from long before Max 2009.
Heya - these onscreen keypresses are built into the Blender display (not an external program). The addon is called "Screencast Keys", it was definitely part of the default install at some point. Not sure if it is still the case now, but it is still working fine.
I'm just using the default preset for adjusted camera depth shading override, but like I said I'm rendering it out as a completely new set of images as RGB, not rendering it to the alpha channel at all.