MaxScript Render To Texture with Projection

This is a blog post written from utter frustration. I’ve spent way too much time trying to get RTT in max working with projection, and finally found the issue that was stopping everything. The problem is that I kept getting useless bake results: a (red) wireframe, and not a proper bake! I’d checked the help […]

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Vertex Blending Snow

Due to an ongoing thread at the Polycount boards about the snow and ice of Uncharted 2, I replicated Paul Greveson aka MoP’s vertex blending material in Unreal. This is my result: The tank tracks are another type of blend, this one’s about the snow on the ground. I was asked to post my node […]

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Normal baking and 3DS Max Tangent basis

During my Skorpion SMG project, I did a lot of normalmap baking. The baking itself really is the most tedious process for me, reaally slows me down a lot, even compared to UV’ing which a lot of people find horrible (I think it’s quite easy if you have TexTools and Unwrap Tools). Every cage needs […]

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Camouflage Textures

I was talking to 3DRobbo a few days ago, about his Mazda RX7 model that he wants to texture with camouflage. The issue of painting across seams came up and I remembered something from my Internship. The technical artists used a 3DS Max procedural material, a plugin from Blur Studios, that required no UV mapping. […]

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