[ QUOTE ] HAHAHAHAHAHAHA DUDA I WUD SAY THANK U FOR INTRODUCNG ME 2 UR HOT ASIAN TEN SLUT FREIND111! OMG WTF LOL AEWSOME R3F3RANCE TRUST1!!!!1!1 WTF M3 I DO SE TEH POINT I POST3D THIS ELSAWHERA AND GOT SOME WEIRD RESPONSES NOT THIS IDIOTIC BUT WEIRD WUT1111!1 I DONT GET IS TAHT PEOPLA GO IN2 BASH MODE BFORA PAOPL3 GET A…
Xwing and TIE fighter Valkyrie Profile 1-2 Odin Sphere Jagged Alliance 1 and Deadly Games Faxanadu Freespace 1-2 Final Fantasy 6 (I would not be an artist or writer without playing these) AD&D Gold Box games PC games Final Fantasy 1 and 4
Hey Dzibarik, The performance options shows only when in painting mode or the dynamask editor, it's used to control undo levels when painting. 3DO is 1:1 with Unity 5.3, so using the export preset for Unity 5 on the base creator, will be represented as 1:1 with Unity 5. I hope this helps! :)
units set up feet 1-1 system units set up 1 unit=1 centimeters I like to work in feet to keep things in perspective. I am exporting for UE4. id like to be able to work in feet in 3ds max and still export to ue4 and have the size match...
I don't know where I got this script from but it lets you connect shapes and still maintain quads. Requires max 2010 and up. macroScript QuadConnectcategory:"BTK Scripts"Tooltip:"QuadConnect"ButtonText:"QuadConnect"( if (selection.count == 1 and classOf selection[1].baseobject == Editable_Poly) then ( local curObj =…
I discovered that the raytraced shadows can be fixed using bias shadow rays. Still no idea about the texture override, the MEL command for running TURTLE is this: ilrTextureBakeCmd -target "pCubeShape1" -target "pCylinderShape1" -target "pConeShape1" -frontRange 0 -backRange 200 -frontBias 0 -backBias -100 -transferSpace 1…
Working on my Head bust on sub div level 3 of 6. I went to save my file and somehow I had managed to delete sub div level 1 . My current sub Div level 1 is in fact sub Div level 2. Now I have an early save (about 4 hours earlier) which has the right sub div level 1. The shape has not changed that much as I have been…
Hi, I'm working on a free Nut_Bolt script but I'm getting an error. Let's say I'm Importing the Bolt_01 it's snapping to the selected face but again when I run this script on a new selected face it's taking back Bolt_01 to the origin. It shouldn't happen like that. For more REFER VIDEO. { // create a window window -title…
Looks like flat geo with modeled shingles on the trim/edges. UE5.3 did add support for nanite displacement which needs r.Nanite.AllowTessellation=1 and r.Nanite.Tessellation=1 set in DefaultEngine.ini. Fortnite uses displacement baked into the models for their buildings.