Hmm ... I tried the above Turn to Poly on top of an Editable Poly w/ mismatched face normals, but it didn't unify them, and actually made a mess when collapsing (duplicated the mesh on top of itself?). I'm assuming what you want is the Normal modifier's "Unify Normals" function, which makes all faces point the same way…
I think this is a very good technique : [ame=" https://www.youtube.com/watch?v=p0o3bqoM0Qg"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame] You might be able to use sculptris for that which is free, if you dont have accces to mudbox or zbrush. Quick and Dirty Way would be to use something like World…
No, in max the Y vector is just flipped. The relationship between the vector stored in the normalmap and the tangent-space basis is the same as it would be if you baked in any other program. What you're talking about, is that 3dsmax has a different algorithm for generating the tangent/binormal for each vertex than many…
#1) It really depends on the object. But for most of what I do, EQ is dead on. High first, low poly second. If you do low before high there is so much that could change. It leads to a bunch of remodeling and re-unwrapping, just a pain in the ass. Often in the case of environment work depending on how you maintain your…
I know what you mean ... I've seen the camera rotate around the character at the end of the level. Can you actually animate splines though? I guess you'd have to rig them or something ... not sure about that one since I've never really heard of something like that being done. but with just regular splines, how did they get…
set a simple goal you want to archive, then choose a language you can use for that. If you are not obsessed or goal driven leaning the language there is not much success doing it at all. Just saying you want to learn programming is as vague as saying I want to learn to be creative. Define you sub interest and pick things…
try to re-save the image to a different file format, different size, different bit depth. But I assume you mean any texture. maybe try to drag a texture into the viewport on a object - which should by default generate a default material with a difuse texture of that image. Maybe its also just like Seaseme suggested and you…
Turning on Adaptive degradation can also be helpful when working with large scenes. Especially for environment artists who have the entire map/level loaded into 3dsmax. It works on distance from the camera. First turns off the material, then switches to wireframe, then things that are far away are turned into a bounding…
This result can be achieved with pretty much anything standard grey and any kind of indirect illumination. set your skylight over 1 to as much as you need. A quick test here i set it around 2 actually. With mR and latest versions of 3dsmax add an Arch & Design Material reduce reflection and enable AO in the Special…
Yep I agree with Mr Rockstar, traditional art (and education to that end) is where it's at, too many places (the place I'm at included) place too much emphasis on software and technical skills, that's usually not what the industry wants or needs, since pretty much anyone can learn 3dsmax or Photoshop if they have a good…