When you say "skin to a deformation rig that's constrained to the biped", does that basically mean rigging bones and/or dummy objects in place of the default twist links and linking them to the biped in the same spots? Or are you talking about something more complex?
Dont use the hardware shading mode in the direct x viewport. That seems to be the bug. You can use direct x shaders but for some reason the HW shading mode for the viewport (shift + f3) by default causes these errors in 2012 on some machines.
I don't see any of the things you mentioned. It sounds like it looks like posting at CGTalk, which I am very familiar with......... EDIT: I found it, my account was set by default NOT to show the format elements.......... sheesh wtf?
lol, yes I know. I'm trying to figure out how to use a volume light so as to create that really nice glow, without having to use default maya glow (usually found under the shaders 'special effects' tab).
yeah, I just took the default uvs I had for a test, I'll do a proper uv layout for the final, but thanks guys for the posts. Thanks eathquake that makes sense. I'll go in there and add some more detail and see if that helps.
If forcing it to never stream didn't work than something strange is going on. Setting to the UI group will probably do this by default, as you usually don't want UI elements to ever stream. You always want them hi-rez and crisp.
This is all UDK stuff, so he doesnt show how the individual meshes were created, only how to use them to make a level. Most of them come with UDK be default but he did have to make a few custom assets.
lol no of course, my computer lags like crazy when i load up UDK with one of the default meshes or levels, or one of my assets (at like 120 tris) But, in max I can goto about level 6 of turbosmooth
try adding this to yer env: MAYA_GEFORCE_SKIP_OVERLAY=1 or try this <-- or try the spacebar tap to change layouts. then spacebar tapping to return to yer previous layout ( viewport refreshed? ) if you are in hi quality viewport rendering try default quality viewport rendering
been working on material studies since I started work, using UE3 Attempt at a jade shader: Crits HIGHLY encouraged. Floor texture by Epic (had to include it, havent messed with default PP yet which has MAD bloom.)