A lot of this years games look almost too good for current consoles, from Halo 4 through Tomb Raider to AC3, so that says nothing. Gears: Judgement is announced for X360 and it's coming in late 2013 so I wouldn't expect nextgen Xboxes before 2014. That makes it kinda early for a nextgen announcement IMHO...
Sadly, I don't think I will be able to make it this year. I have a wedding to attend earlier in the month. I haven't attended since 2010. Hopefully I can get out there for 2015. I'm going to save up to make sure, and I should have a prototype ready for next year.
I've got the Outliner script working fine in 2015. Used the same script as I did in 2014. I couldn't stand the scene explorer, either. At first I was happy, then I saw what it was :(
sweet! I won't mind paying 10 bucks to a polycounter for such a useful tool! Which versions of max do you support? I currently use 2010 32 bit. edit: ah sjnaps, 2011/2012 ... hmm
the differences are minor, im still on 2012 since i haven't seen a reason to move to 2013 or 2014 yet. but if your learning, just choose one and learn it, the important part isn't the 3d package, but is learning how to model
It was a display performance optimization the 3ds Max team added. There is no fix for Max 2017, but Max 2018.1 added Model Assist viewport mode. Which gives the smoothing (the old behavior) at the expense of performance. https://help.autodesk.com/view/3DSMAX/2018/ENU/?guid=GUID-E36FEE48-05A5-4C95-929E-2CFD8D0B7FA3
If you're on PS 2017, that would probably cause this. Use PS 2015, 2014, CS6, CS5, or CS4. If it still persists afterward, my recommendation would be to install the Suite to a new folder - like *\Quixel SUITE 2.2\ instead of the default.
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That sounds interesting! I got perfect results by forcing a cage and using handplane. Also, downgrading back to 3ds max 2012. 2013 and 2014 both display whack normals in the viewport even when using the xoliul shader. Respect:)