Ahh modifier stacks, something as an ex-max user turned Maya user it's something I really miss and forget for this kind of thing. I really wish adsk would hurry up and give Maya some proper non-destructive workflows! For OP's case, I'd go with your solution out of these two :)
you can try a UVW Xform modifier to try and iron out any actual corruption in your UVs....but that is VERY rare. I'd suggest double-triple-checking your material settings both in max and in your engine? you could have a tiling off somewhere and it could be confusing what you are seeing....
did you add your highpoly mesh to the projection modifier? the 2 tone texture you get in max when rendering kind of suggests there is something wrong with your lighting or rendering settings. I'd suggest you create a completely new document, merge just your models in to that document and try bake again.
So I checked the tile by dropping to canvas and using the (~) seems fine, no seams. So it's to do with the export process. I am rendering it on best settings (whether i need to modify the lighting or shadows or something i don't know) then hitting document >export .. If there is a better way of doing this please tell.…
there's also the built-in hair & fur modifier. combine with a good renderer and you should well be on your way. obviously this is for pre-rendered hair. the plugin hairfarm is another popular solution. unless - you are talking about polygonal hair for realtime use, that's a different story entirely (and i doubt xgen helps…
Cheers for all the replies guys. I'll make sure to give them a go and post how I get on :) also seen something about a 3ds max modifier that you flatten the mesh and place it over and it makes the scales into the shape of your mesh. Can't remember it's name now though but it's in some of the threads on here
This will be interesting. I recently made the switch from Maya to Max and I'm really disappointed - especially about the lies of faster modelling and more robust history (modifier stack). I have a friend who whines a lot about Maya and is considering switching to Modo, so this thread might be a nice read for him as well.
click the object you gonna texture, go to the modify tab, add "Unwrap UVW" to the list there, go down the UVW preferences until you see a big "Edit" button and click it, now click on "Mapping" on the top of the new window and choose Flatten Mapping now you got your UV placed out
i have read somewhere that they are used q3a as a base to built and modify their game engine for cod2, anyone have any more info on that ? that would account for the lack of ragdolls and dynamic lighting ? daz, i agree with you that the developers are not exploring the possibilities of giving more depth and innovation in…
Add an Editable Poly modifier if you haven't already, select the Polygon subselect mode, and look for Polygon Properties (I think). It's a grid of 32 little buttons, underneath or above it should be a button that clears your smoothing groups. You can then select individual polygons and assign smoothing groups to control…