I had the same problem once in a while for no reasons... reloading the shader fixes it. The bug only shows up outside the 0-1 uv range, that make me think that it might be some sampler state issue. Maybe once in a while it doesn't use the default parameters, so I might need to specify it.
Wow. That's seem to be much better then overlay in photoshop! I only don't understand why in CrazyBump in 3DMixer in default is displacement ON (with depth 50) and what it's doing. So CrazyBump mix normal maps better then PS in ANY case? What if I just want make normal map stronger? Also CB is better?
I was trying to get the thumbnail generation to work, but it wasnt going how i wanted it. So i just went for the text instead. i know its not the best way to do things, but at least its better than the default folder listing with that courier new font, if you know what i mean.
The "Blend_Masked" is what gets most people. Also I forget where the setting is but it will truncate your opacity map making it B&W no shades of gray. It squeeze out any blending by default for performance reasons, but there is a setting to force the blend. I don't have the editor with me otherwise I would scrounge around…
there are one of the settings that i tried , i think are the default settings. I also tried other normal import method like : "Import normals" and "Import normal and tangents" ah ... and if i bring my character in UE5 with already closed eyes that thing disappear but instead when i reopen the eyes there is the same problem…
I'm trying to get better at UV Unwrapping objects. I've been thinking about purchasing Rizom, but I've been using 3DS Max's default UV unwrapping tools for the most part. This is a low poly of a REALLY simple turret that I made for something. I was curious if there were things I could do to UV unwrap this more properly.…
Hey, just made one to show off my stuff, feel free to comment, and privide constructive critiscism. Here is a FN SCAR model that I forgot about and am giving some love. And here is some early SWAT redo of the default player models for TC:E (redoing them) Here is just some of my older work, some newer stuff when I get some…
Hi Everyone, I haven't used any of the recent versions of 3dsmax- Is there currently a way to view normal maps synced to the scanline renderer in max 2013 or 2014? I have a handplane user wanting to see his normal maps correctly in the max viewport and I'm not sure if the 3point shader will work or if the qualified normals…
Hey everyone. This is my building so far. Pretty close to complete for the building itself, but still some work left. I plan on using these pieces to create a few different buildings. Also, I plan on creating more props for the street. The sky and lighting is just a default set up in UDK, and has that middle area of…
a free tool (no installation ~300 KB) lets you define which plugins photoshop should start with and which fonts should be excluded. This should speed up the boot time and reduce the hick ups it gets often inbetween. You can also reset the changes you made with this tool to the adobe defaults.…