What I learned for hardsurface, is that you need to slip the uvs every 90º and I found that the marmoset is the best one for baking, you can paint skew on the mesh that might solve those errors
Thanks Eric Chadwick Looks like you need shaderfx to use the shader you point to. Cant get that to work in my version of max. Ug :) SOLVED: my gpu does not support dx11
If this is the same problem I spoke to Teddy about then try loading the Photoshop file in Photoshop. Then go on 3DO and then press the link button in the custom loader and that should work. If not then I have no idea how to solve it
Thanks for the fast reply! It's 'kinda' working now I'd say :P need some smaller adjustments to have it all fully functional but yes, it stays on the correct side :D So problem solved! :)
I've heard this happening to some people. Apparently that ion+ thing is the help menu. I just asked a buddy who had this happen to him and he solved it by deleting his user pref file.
I created this textures 256x256 first, then I reduce it to 128x128, I use "sharpen" filter to solve the blur effect. I don't know how to make the dirt zone more rich or interesting.
Hi, i solved it! :) There where flipped UVs in the Lightmap because i copied the UVs for Texturing in the Light map UV Set. And i took the Islands witch where offset back in the regular space.
Cool write-up of the sand shader and how your team solved the terrain blending problems. I hadn't heard of Immortal Redneck before, but it sounds really interesting and I really love roguelites. :)
I just found, that I have some issue with polys with my pillar, smooth brush does not help to solve the problem. Maybe you could help with this, normal looks ugly, not like a rock :(
I think I solved my own problem. I just wish I knew Fraps couldn't do that before I shelled out the cash. Hopefully this software works. http://camstudio.org/