Thanks for the tutorial Swizzle. I made a quick landscape and am trying to paint the materials on it, but after I apply one material to one part it won't let me subtract or paint another material over it. Isn't Control+Shift+Left Mouse how you subtract? EDIT: Figured it out... The brush strength was defaulted at 0 for some…
Yes seems like it can only be the monitor. Why are all those companies so imaginative at putting the worst marketing bullshit "smart" "user friendly" options, filters, 100hz shit, on by default of course. It's everywhere now, and getting worse. You have to spend hours between software and hardware to get something usable.…
Minor Update: Added a check-box to turn off by default the Ambient Color control across all shaders - this was useful for my coworkers because our shaders are very simple - but for more complex shaders it was annoying. there is an opportunity here for more contextual control (change ambient color only on selected geo)…
Humm, I am using unwrella2, and when I make my seams, and then use unwrella, unwrella uses both the default seams max made and the seams I made. How do I just get uwrella to use my new seams? Sorry for 101 questions in this thread but you guys are being really helpful so I appreciaite it.
What's your problem ? Getting the texture from the game or just applying them in max ? Valve's texture are in .vtf format, which max doesn't recognize by default. You need this : http://www.wunderboy.org/download.php?file=3DSMax_VTF_Import_1.4.zip&s=2 or convert the textures to some standard format like .tga with this :…
We use Designer internally to tile scanned materials (that obviously don't tile by default) so I would say it's totally doable. Regarding the "huge mess" for nodes it's very subjective as there are many way to organize a graph. By creating a custom filter with a good set of parameters exposed you could totally tile a lot…
F2 is the default hotkey. If you don't have it set, you can set it in the customize menu. It's called: Shade Selected Faces Toggle I don't think there is a way to increase the edge rendering size. In Preferences > Viewports you can increase the vertex dot size, but not the edges. The Unwrap UVW window has bold edges, maybe…
The MikkTSpace Plugin in xNormal has the 'Compute Binormal in the Pixel Shader' checked when I double-click it to open the options - bit of a pain having to check this every time you bake, but I tried it before trying the Default settings. The Tangent basis in Marmoset is set to xNormal, too - so perhaps it's an issue of…
One other important thing I forgot to mention. Make sure to set your alsurface shader SSS to Directional. It's the most expensive, but also the most accurate. It will give much better results than default Cubic and will retain more of your details. I'm right in the middle of look-dev on a portrait sculpt too. Going through…
the options i have are the default called :(root) i tried deleteting that, we dont need any name changes at all. i'd love to import a reference and have the name stay exactly the same. we have custom export tools and they're looking for specific text that we dont have once we reference our meshes. flipping nightmare.