I have been using 3d max 2008 and Deep UV fine but recently been using max 2011. I followed the same steps as before in copying the .DLU deep file into the plugins folder in Max 2011.I launch Max 2011 and get Error code 127. The full error Loading DLLs reads- DLL <C:\Program Files\autodesk\3ds Max…
Hey all, I'm in need of a little guidance when using 3ds and substances for a unwrap to texture workflow. The end goal is to have a library of substances which the team can reference and unwrap models against. This library will also be reference inside Unity. Currently each substance/material has a manual overhead setting…
@Zack Maxwell Yeah, every IQ test I've done online gave me a score of around 125. I'm not dumb, but 125 is pretty above average, considering 50% of the population is <100. All my friend's got scores above 120. Online IQ tests are ineffective.
I'd like to give a little feedback relating to the body mechanics on the first shot as with a few tweaks I think you can get that to be a nice opening. First off, he accelerates extremely fast towards the block. But doesn't look like he generates enough momentum to physically do that. Between frames 103-120, he lights the…
As I said earlier, I was not trying to get my item to game client almost month but If I remembered correctly I make my OWN mdl file with the SMDS which you used to test the preview with their QC file but changed. And another thing, try to start the QC compile in the dota2 test files. Not in some desktop file. Another…
Silo 1.3 is now out. http://www.nevercenter.com/index.php/Silo%201.3%20Released For those of you who have never tried it, it might be time to grab the demo. For those of you building low poly meshes from high poly ones, the Topology tool will save lives.
A new build of handplane is available for download The devs behind the popular normal map tool handplane have just released a new update. Version 1.3 adds beta support for the bethesda creation engine, fixes a bug with unreal smoothing groups handling, and adds a feature to select between world and object space normal map…
Hi, Been playing around with Quixel Suite for a couple of weeks and loving it. Have ran into a variety of issues one of which being the failure to get edges on geometry even when providing normal maps. I see from the support thread that several others faced this problem, so after investigating I wanted to post my findings.…