I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…
This is caused by the surface normals; the model is trying to look smooth in that area, but there are very few polygons— You can get better looking results with the "Weighted Normals" modifier, if you have a newer version of 3ds max. In older versions of 3ds max, I'm not sure— maybe there are plugins/scripts online.
Modified the colour schemes a bit and also did a third one, which is more based on the Final Weapon from Sonic & Knuckles. Also de-saturated them to see their gradients and was surprised to see there's not much variation with the original colour design. The second one actually has more, which would explain the change in…
Ready. This is how it looks the low poly in 3ds Max without splitting the hard edges in the UV and doing the baking with a 4096x4096px resolution and antialias x4. Also, I have adjusted the normals with the Edit Normals modifier to solve the bad looking in 3ds Max. It seems the main problem there it was in the normals.
I use a Blender add-on called HardOPS. It adds a bevel modifier and sets the smoothing angles. Usually 60 degrees gives a good result but I sometimes make tweaks here and there. Here is the model without any texturing: https://imgur.com/a/S2NrJgK
If you want to just see it in Max, you might also want to look at the Tension Deformer found in the Data Channel Modifier. You can use the squash and stretch areas to drive maps with vertex channels, or you can drive morph targets.
i had a similar problem. just make an eye and texture it like normal, then use modifiers to faltten it. rig it like a normal eye and boom! you're done. hoped this help! as for exporting for unity, i don't know, i don't have unity
A volcano for the background. Made using 3Ds Max with a simple noise modifier and then backing its low poly version. The base texture was made with Quixel Suite and the lava with Substance Painter's particle brushes for the emissive. It's a little crappy on the bottom but since it is for the background it will not be…
subtool->merge visible this will give you a new tool with all subtools merged OR zplugin->transpose master-> TPoseMesh in this case you get a low poly so you can modify/move/scale all at once and then reproject changes onto originals
Ok i see now I've organized the fonts by 'last modified' could i delete them all and then start putting in a few at time or are some required do you think? I mean i don't want to delete system fonts