Looks like Dictionary was introduced in Max 2017.1. The best you could do is install 2017, update it, use this startup script there, and then Save As 2016 format. To keep working in 2016. Sorry. http://help.autodesk.com/view/3DSMAX/2018/ENU/?guid=__files_GUID_39A9FDB8_E508_413F_BF58_EC8F52BE7CA9_htm
Well if you've no bias software wise, might I suggest Architect3D, a dedicated archviz package fully implemented with those features bundled in popular 3D programs i.e Maya, 3dsMax, C4D, Blender...etc and a tutorial library can be found at MyArchitect3D.com
@ 3dsmax Users: Learn to bake in max it will teach you everything you need to know. If after learning you decide you like xnormal, knock yourself out. @ Maya Users: Skip maya go straight to xnormal and don't look back.
Have you updated your graphics card driver recently? Also, try enabling Redraw Scene on Window Expose. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-4FB6180F-7C21-4B0E-903B-D25974C92FB7.htm
This porbably won't replace 3DSMAX all together however I like the idea of being able to use vray and unreal renders in a single scene. Also to be sharing PBR and VRAY materials in the same workflow, atm it requires 2 sets of material data.
I do, and I know unity can use masks to retarget animations but I haven't had success with it. If someone is interested and has experience in 3dsmax/maya and unity armature implementation I'm more than happy to entertain those applicants as well.
Heh, I'd hate to see how you're UV-mapping a character in 3dsmax if it's taking a day or two. UVLayout isn't that much faster than Max if you have a good set of shortcuts setup in Max and maybe Chuggnut's tools if you want.
Same thing here. I use mostly the difusse map so i would like to know, if possible, how best can i bake some of the lighting and reflex details i see in the quixel suite into the diffuse, regardless if 3dsmax is needed or not.
Everything looks a bit too muddy for a hard surface. As CSOConnor said, you may want to consider using maya or 3dsmax to do the armor. I would definitely suggest a lot more cleaning up before you start with the low poly.
and disable texture filtering in the renderer or display options (not sure where that is in maya). In 3dsmax its view > mode > flat or in the material -> 100% self illumination and then visible best in the rendering maybe should have something equal just different labeled and different to setup