First thing I notice is that your normal map isn't really doing much. If your going to make a normal map make sure to try to work on bringing out all the details of the face, don't just smooth out the base mesh and use it as a normal map. I use Zmapper myself and it turns out fine but I also use a modfied file for zmapper.…
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…
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.
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
3dsmax2009 has a nifty spline unwrap feature added to UnwrapUVW that would work well. Since you're on Max8? I would select an edge that runs the length of the coil, "convert it to shape" which will give you a spline, which you can turn on "generate mapping coordinates". Convert to E-Poly and collapse, then delete the old…
Local X rotation on a biped finger twists the finger, Local Z curls and Local Y rotates it side to side. On a biped it will require a sub-animation controller, before you can wire anything to it. Without it you get "available". Even with the right sub anim controller it only works on the local axis there is no possible way…
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
it does work, but only if both blended textures use the same UVs. any HLSL shader would allow to blend this stuff, so standalone max will be sufficient. I will write a .fx file and paste it here edit: got a simple .fx going that allows you to paint vertexcolor masks, currently just 2 textures supported, but I could raise…