It´s what I did. I don´t know, Ive im- and exported all kinds of meshes and from Max 9 to 2010 and Zbrush and NEVER had this problem. I don´t use 2013. The mesh is for a friend who uses 2013 and he gets that problem with a smooth.
http://www.techspot.com/news/47849-ivy-bridge-e-delayed-until-second-half-of-2013.html Talking of Ivy Bridge i read it was delayed until second half of 2013. I think this happened because Intel has no competition right now.
Are you using FBX 2013 as previously mentioned? Using the latest version of the FBX format on export will give you the Assimp exception. If it persists when using 2013, my best guess here would be a borked install - so I'd recommend uninstalling and reinstalling using the Suite 2.2 installer located on Quixel.se/suite
There was such a specific issue when edit poly modifier code was updated with - i believe - Max 2013. This would effect old ( pre Max 2013 scenes ) when loaded in Max2013+ too i think . Usually Edit Poly modifiers should of course keep the edits intact ...
You can hack the TAB key directly into the *.kbdx config file, using tab's virtual key code ( being "0x09" ). Together with the Max internal action provided to toggle floating windows, you are able to simulate the sub-window toggling using the tab key, like Adobe does it in Photoshop for example For Max 2013 and up: simply…
Disable Gamma/LUT Change Nitrous to DX9 Invert G channel of Normal Map Reset XForm and Bake again Max 2013 is broken, use Xoliul's Max 2013 shader if you must Don't move your model around after applying the shader, if you do, Reset XForm again Try one of these
Dat sudden realization in marmoset that 0.3 gloss value was default for roughness BEFORE it converts to 1.0 when a roughness map is imported. lel and here I was thinking 0.3 was the actual roughness value from marmo to UE4 inversion. Note to self: Leave a dontnodchart as it is. Damn, what fail xD Thanks for the replies…
shortcut 1,2,3 will toggle the subD preview... and the multicut tool (maya 2015) is inserting loops as well... just hold down ctrl... in maya 2013 you have to sue the insert edgeloop tool... its in the shift+RMB marking menue... if possible upgrade to maya 2016 EXT... modeling made a big jump from 2013...
Almost forgot about this thread :D here's my participation, first was back in 2013, and the other two are from May/June of this year. Not much progress in 3D for the past 2-3 years ('been mostly doing some tech stuff) but oh well it is what it is :) 2013 - 2017 -
Looks good so far :) I don't know if you know this, but Skyrim used modular level design. I don't know if you're planning to do that, but it might be worth taking a look at this: http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html