http://eat3d.com/3dsmax101 <--21.5 hours of win for beginners. I wish this was around when I started learning. If you don't have spare cash lying around, though, CGTuts is a great place to get started (as others have recommended). :)
OK, here are a couple files to play with Cubemap cross layout, mapped onto a cube in Max. Render to a six-bitmap cubemap by using a Reflect/Refract map in the Material Editor (how to) 3dsmax2010_cubemap-cross_on_a_cube.zip Cubemap six-bitmap layout, mapped onto a cube in Max. Render the same way.…
they were right, this doesn't work. I was thinking of a material setup tutorial i read a while back. http://3dsmaxrendering.blogspot.com/2008/07/ambient-occlusion-with-transparency.html apologies
Yea it is, but those are the only two bugs I've ever run into and I've been using it since 3dsmax2008, so no other issues besides those. That's a good point about scriptablity too, there might be something like that already over at scriptspot.
google: http://www.mvps.org/vbdx/tutorials/exportx/index.html http://www.3impact.com/3Impact_Engine/hulk7123/3dsmaxtips.htm http://www.andytather.co.uk/Panda/directxmax.aspx so there should be already available exporters for *.x. Another way would be to use a popular format and or standard and use free classes that are…
If you don't want to make one, you could use the Generic Image Based Lighting .fx file made by CrazyButcher and Brice Vandemoortele and Cedric Caillaud. http://www.luxinia.de/index.php/ArtTools/3dsmaxFX Or the Skin shader by Ben Cloward. http://www.bencloward.com/shaders_skin.shtml
Can you post some screenshots with your settings, normal map and cage setup in xNormal, pls? And... did you see any error/warning while exporting the max's cage using the SBM exporter? Do you mean "Use closest hit if ray fails" option? In theory that should be always checked to avoid errors if the ray fails.... but can be…
rather than start a new thread, I'll bump this up... The vertex blending tutorial I found relates to importing it into Q3, (http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html) is there a tutorial out there that shows how to do it so it displays internally in max renders? This model will not be exported to a game…