Thanks guys. I found the solution. There was a parameter I never heard of. It's BLUR. It is under diffuse-->map. By default it is set to 1. Just drop it to 0,1. It's common parameter, anyway, not related to just vray. I think that overall it works against anisotropy, but I can't understand why it is set that way.
Nasty bussiness about the sores, hopefully you're doing better? If it is a wonky bios setting keeping it from booting, you might be able to pop the mother board battery out for a few seconds then put it back in. That normally resets the bios to default. Might be worth a shot if you haven't tried it already?
Could it be that you have objects with very similar materials? (roughly same mat ids and sharing same multi/sub material) -Does this happen with the merged or un-merged objects only or both? -Also are you naming your materials or leaving them to default? -Are you merging objects or using Xref?
make sure you reset xform before applying your skin modifier. sometimes if your model is too big ie if your are working in for example cm and the character is 200 cm tall, its can have strange results lastly try and increase the mirror threshold which defaults to 0.5
Did you apply the image onto the Lambert1 material? If so you should not touch that material.. It's the default material for all new objects. You can just hold right click on the object you want to change materials on, go down to assign new material and then pick a phong or blinn material.
in max 7: go to customize > customize user interface... the 7 key, by default is assigned to "poly counter" and will display your face count in your viewport at the top left. you can assign a key to "tri counter" for a more useful polycount display. left is "poly counter" right is "tri counter":
dito,- deviant art is a pain in the ass to use - loads to much crap (slow loading) - lots of confusing buttons that have nothing to do with you (but the deviantArt site) - those default thumbnails are not suited for your big images ... get a real domain, sites like deviantArt make it look like a hobby
Here is just a quick screen from 3d Max... just showing how it looks in there, hopefully gets a better idea on how the normals / spec is working. I know in unreal editor, they lower the res of textures by default, I haven't messed with the config yet to fix that though... wondering if its worth it :(
"workout 1980" http://creative.gettyimages.com/source/frontdoor/defaultfilm.aspx (You might also try individual years) A couple other places I'd try... http://www.corbismotion.com/home.aspx http://www.altavista.com/video/default Is this going to be anything like your geat overweight-jogger model? I'd buy _that_ for a…
Moose, you can set up Max's UVW Editor move/rotate/scale hotkeys to be the same as the viewport controls. Just look in the keyboard shortcut editor. Although I don't understand why they don't set them as default... still, it's a matter of moments to fix this oversight, then all is good again