the lightmapping technique used in todays top engines is often directional based. Ie its not the classic type of "blend color ontop" lightmap. But it stores lighting contributions of multiple directions, so that normalmaps can be fully used. Look for "radiosity normal mapping" by valve (half-life 2), similar technique is…
You can't apply multiple material IDs to a single face. What you want to do is using a more complex material - for example, use a "Mix" map in the diffuse slot, use your "base" texture at the lower level, and your "on top" texture (eg. the sleeve or the glove) at the higher level. Then use the mask image for that "on top"…
Theres not much you can do with an Xref, other then drop it in your scene and move it around. 3dsmax is horrible at referencing other files. If theres animation in the original files I THINK* it will play but to edit it you're stuck having to go back to the original file. But be careful it often loses its link when you go…
Did you have your UVW Unwrap sitting above your Edit Poly in the stack, and fixed your edges by stepping back to your Edit Poly? If so that's your mistake. That will kill your UVs. Much safer to collapse the stack and then edit your geo. Also, thank you thread for explaining some of my unreal/3dsmax annoyances. I assumed…
I was about to script a custom maxscript myself soon for pretty much the same idea: snapping slected vertex pointson custom unit intervalls either on either single, double or tripple pair of axes. though I have not yet really started (lots of other things to do first)- I found a usefull tutorial script that does the same…
I use a 7950GX2 card (SLI on 1 board). Applications such as 3dsmax, Zbrush or Mudbox aren't built for SLI, so you're not going to get any performance enhancements from SLI. But you'll certainly get performance gains in games. If I disable one of my cards for a given game profile, it's usually 40-50% slower than it would…
Hey everyone, Still at it. I got pretty sick over the holidays and didn't get to much time in on this, but what I have had has been spent working on texturing and rounding off a few things. I'm not really happy with how unified the textures are right now. I am trying to mis match two many techniques for creating them I…
If you have a bunch of pieces to render out, I also suggest setting up a local backburner server on your own machine (Launch server, monitor and manager) and set RTT to network render. That way as soon as all the jobs are sent you can continue working in 3dsmax while it renders in the background. If you use Mental Ray it…
Theres a video showing how to generate normal maps within 3DS MAX 7 PAK - the URL is: http://www4.discreet.com/3dsmax/3dsmax.php?id=870 and its the Normal Mapping vid on there. It doesnt really go into too much detail though but its a good basic guide. Although when I was testing this last night - the cage that is supposed…
Hello everyone! My name is Paula Martín López, I'm an Environment Artist with knowledge of Technical Artist both in Unity and Unreal Engine. I'm a 3D Art and 3D Environment Teacher at the Polytechnic University of Catalonia but I'm searching for a Freelance Job. The softwares I use for creating 3D art are Maya, 3DsMax,…