I would love to see the maps for the cans/wooden boards/books Just curious on how you laid it out. I'm getting new into this stuff. I'm never sure when I want to keep an object on its own UV map or stuff many objects into one UV map.
Maybe you can be more specific with your question. Are you baking the lighting in 3ds Max? Do you need to preserve each object's UV layout and atlas them? Or do you need to just pack everything together into one map? Are you wanting to atlas objects into multiple maps?
You can't use Biped to animate heads/arms falling off. You've got a couple of options. 1. Use a custom rig instead of Biped. 2. Skin your objects to Helpers that are constrained to the Biped. Then at the frame the limb needs to be cut of animate the constrain to a controller object that doesn't follow the biped.
I've completed the handpainting after many weeks. I attempted to capture the feeling of various materials and objects with low poly and hand painting the textures. Overall I used two 2048k maps for chair floor and objects and one 512k map for the background. I'll post more W.I.P soon model
What exactly do you want it to do instead? Are you using Polygon sub-object mode in Editable Poly? Or are you selecting a bunch of objects? A screenshot of your problem would help. A better subject line would help too, for example... 3ds Max 2017: box selection limit?
In some of the UDK models I've opened or looked into in engine, they tend to duplicate the object and reverse the face normals. That way the object has no back face problems like you encountered. Sure you have extra polys, but unless you have a crazy scene Unreal typically can handle them.
I can confirm problems with Crimson Drivers as well. I have Radeon R9 280X, last Crimson drivers and Maya 2016, and my multiple objects marque tool is not working.When i try to select multiple objects with my mouse via dragging marque square it`s not selecting anything.
are you working perhaps with a Mesh or other primitive object instead of a editablePolygon? The reason why I think that could be the reason is because only with b-mesh technology smoothing/ vertex groups and material ID's are preserved when extruding. Editable Poly has such capabilities- so try to do it with ePoly object.
It may help to model more of the pieces as separate meshes. You'll get sharper better defined edges for the different objects and it'll help make texturing a LOT easier because you can render out each object with a different color when processing to give you a mask for your materials.
i actually ran into this recently. i set a lot of my objects in a level to use emissive for static lighting (well around 1 or 200). even when it was as little as 4 objects, the light was being blown out in a lot of places. which udk version are u using (happened to me in november)