standard material with alpha as opacity, I could have sworn I've used alpha planes with rendered transparency before though, not sure whats missing.. surely its possible to have alpha channel transparency show up in the default renderer opacity?
I think they bunged up the default hotkeys for 3dsmax just to have a laugh at their users. I think everyone has had that happen to them at one point or another. What I wouldn't give for some Silo type attention... Maybe someday.
I think it automatically does opacity if your Diffuse texture is a 32-bit TGA with an alpha channel - it will use the alpha channel for opacity mask. And as far as I know, the specular is coloured by default... just feed it a colourful RGB 24-bit TGA.
I did create a material, when I went to the mesh property, click on the green plus button, won't let me plugin in anything, so she only has default material on. BTW, this is my mesh skinned with UT's female skeleton
Yeah thats really annoying, but its easy to fix and theres no script needed. By default 'Q' is assigned to Smart Select which cycles through the selection modes. Go to Customize User Interface and switch 'Q' from Smart Select to Select Object.
Thanks to @Fabi_G i understood that the main problem for me was that i didn't apply the scale for both my models before exporting them as fbx files. that way i could bake the textures in SP with default settings and all the baked textures turned out well. There was other problems such as pretty bad UV unwrapping,…
try: Turn off polypaint. It's in the menus on the right in default UI. You can also turn rgb on in the brush settings, set color to white and go to color>fillobject. It might be mrgb and you painted a different material in that streak, but it's usually just poly paint.
Love the progress everyone is making! Spent some time tonight making this chair that I've slapped a default substance on it just to give it some texture. Once I get a handful of objects into the scene I plan to start putting some original materials together.
I'll second that. Completely removes the lock weights dance that's Maya's default. Basically it works a bit like masked layer groups in photoshop. It also doesn't leave any not-native nodes behind, so it's really clean. Mirroring and weight smoothing is also superior.
Not sure when they added it, but you can group in Max now (bottom right, possibly covered by the default UI's height). The auto pack itself is still poor, but it is handy when you are normalizing UVs across sections w/ radically different UV scales.