Woot - replying to myself As an aside, I don't believe there's any threat from North Korea anyway. There hasn't been a significant conflict on the peninsula in fifty years and Kim Jong-Il's psychofascist government is far more concerned with maintaining his current position than instigating war. Their economy is in part…
I did the normalmapping for our Dominance War II entry on a Pentium 4 3.0ghz with 1gb RAM and an ATI Radeon 9800 Pro, the main character model was over 1 million triangles for the final high-res mesh, I had it in my Max scene but hidden most of the time, used a mid-high mesh (about 200,000 tris) to match up the lowpoly to…
@Alex_J A big part of the problem is that too many people view this to be a passion job when it isn’t. That leads to them giving too much of themselves for little of nothing in return and of course employers know this, hence why they take advantage of so many people.
How can I get 3dsmax to not render out this black line in the view port or in my renders. I like doing render to texture and these lines come with http://www.polycount.com/forum/attachment.php?attachmentid=30164&stc=1&d=1436818381it.
Is there a way you can hide the viewport gizmo/axis in 3DSmax. I'm refering to the one in the bottom left hand side which is always in view. I'm using 2009 x64 btw. There must be a way you can do this right?
right click on 'perspective' (or whatever view you want it to show) go down to transparency and make sure its set to 'best'. Thats the first place to look, let us know if that does it or not
I recently upgraded to 3ds Max 2016 and the past few days if I maximize a viewport, it turns white and there is nothing to view. When I revert back to four screens, I can see what I was working on. The grid, models, etc. Possible glitch?
I have no idea why that is happening. It looks like the top left viewport quad. Does it continue if you toggle Alt+W (Maximize Viewport)? Try setting Views | Viewport Configuration | Layouts to 1 viewport.
1 : I don't know, textools as some autogrid tool, no ? 2 : configure viewports>rendering methods>viewport clipping Then lower the bottom arrow in the viewport. If it's not enough, scale up your object, or use an orthographic view.
xnormal can generate normals, and load/view normals onto low poly meshes that are already created. Probablly much easier to use than der's program too and not restricted to d3 files. http://www.santyesprogramadorynografista.net/projects.aspx