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Old 04-12-2012, 01:35 PM
jde jde is offline
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Join Date: Jul 2009
Location: Providence RI
Posts: 24
Vizard Shaders vs. Texture Baking

I'm having a horrible time rendering some basic shading onto freely available models I've downloaded. Even if I clean up the geometry (Reset XForm, Collaplse, Turn to Poly, etc etc), I still get holes in the models after using Render to Texture (sending Complete Map to Diffuse slot) in 3DS Max. If I simply apply a texture and then export to Vizard, it's really hard to see the kind of depth and definition on the model that you can see in the 3DS viewports.

Is there a way to use Vizard's shaders or some other method to simply give a model the kind of shading and depth that you can see in the 3DS viewport? i.e. something simple that approximates the global illumination in .3DS without requiring error-prone texture baking?
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