3ds Max :: Texturing In 64bit Version

Nov 24, 2011

I'm using the 64bit version of 3Ds Max 2012 (student licence) and I've been having a bit of trouble with a bit of functionality I'm used to using that doesn't appear to be available in this version.

Basically, I want to add a .mov (or .avi - a movie file) to my alpha map. I've done this before in earlier versions with no issues and it's exactly the effect I'm looking for in this scene I'm working on. When I go to add either of those file types they simply don't appear in the 'bitmap' section while browsing files.

From looking online I've heard that this is an issue only in the 64bit version and it works perfectly well in the 32bit. My questions are:

- Is this an issue that's being worked on, a deliberate product feature (why?), or an oversight?
- Are there other movie file types that do work in the 64 bit version that I can use instead?
- Would uninstalling max and reinstalling with the 32 bit version have a negative effect on the files I've created within my current version?

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our company use Photoshop in combination with PDF-Files. Normally we can open every of our PDFs with Photoshop.

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In Photoshop CS6 (64bit), when using the brush tool (with a brush with pressure sensitivity activated), I quite often get a line drawn at the max width selected, as if there was no pressure sensitivity. Everything goes back to normal after I start drawing another line, and happens again after a few lines. It's quite random.  
 
I don't have this problem in any other software (Illustrator CS6 64bit, Painter XII, Sketchbook Pro, Zbrush, ...). I have already checked and I've found some other users on other forums with the same problem.

One example, with a picture of the problem: [URL] Another one, exact same problem: [URL] Some of those users seem to have solved their problem by installing an old driver (6.1.5r3), but they had that problem with Intuos TABLETS in the first place, not a Cintiq 24HD... I have tried that, but unfortunately the driver is not compatible with the Cintiq 24HD.
  
To test this out: I've been able to reproduce the problem 90% of the times I've tried. if I keep the pen at 1 inch from the display so that it's still recognized by the screen but it's not drawing, then wiggle it a bit, and then I slowly move to the screen and tap it (as if I was starting a line with very low pressure), the problem appears and it makes a large dot, as if there was no pressure sensitivity. As I said the test doesn't work every time, but almost.
  
This is an image of what happens when I try and make dots in Photoshop. These are done trying to push the pen with the same (low) pressure. The big ones are from when the issue appears: [URL] 
 
I have tried the pressure test in the Wacom utility software and it seems to work fine, it never jump to full even when I try the method I've just described. In the diagnostic page of the Wacom utility software the pressure is always correct, even when in Photoshop there's the brush sensitivity issue.
 
note: I've already tried to completely re-install my computer + the Adobe software + the lastest wacom driver for my Cintiq 24HD, and the problem is still the same.

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Both Photoshop CS5 (64 Bit) and Premiere Pro (64 Bit) Crash on Start up. 32 bit version of Photoshop works fine.
 
Here is the problem signature when they crash.
 
Problem signature:
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  Application Name:          Photoshop.exe
  Application Version:          12.0.0.0
  Application Timestamp:          4bbc5b10
  Fault Module Name:          CoolType.dll
  Fault Module Version:          5.7.82.7602
  Fault Module Timestamp:          4b980c97

[code]....
 
Both are referencing cooltype.dll. I ran Font Doctor on all system and non-system fonts and found no errors. Booted without Extensis Suitcase loading. Nothing works. All 32 bit programs work fine.

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Anyone used/bought this DVD ?

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I have a high resolution image for an event we're promoting. The theme/title is "Breaking the Mold" I had a hard time thinking of a concept to go with and have sketched a few things out.

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So I figured I'd try something like a guy kneeling or standing in a business suit, tearing his coat off, like a Superman type deal, but have only half of the image as a statue, while the top half is the man breaking out of the mold (so to speak).

So my question is, once I find a suitable image, how can I take a textured image or background and lay it over the man's body to make it look like he's in the mold itself.

I have thought about creating a brush with the texture and painting over the man and setting layer effects to "pin light" and setting opacity. While this works with paint pretty well, I figured it might work with texture.

But how do I create the brush with the texture for a high resolution image?

Now after I crop the man out of whatever background he's in, and I take a complete huge picture of a statue, plaster, broken concrete, can I just lay it over the man. Because I've tried it with a quick sample I had as a test and set the layer settings to all the ones on there, but the concrete would not wrap around the shadows, and highlights well. The texture would remain flat and not have depth of the man's body.

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Mar 29, 2012

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My solution has been to make a Multi-Sub material, and then use a different noise seed for each side of the cube. This works fine, but it makes it time consuming to do something like change the color of the cube (as I would have to edit 5/6 materials).

So, I am asking, is there a way to either make the UV behave as if each face was part of the same "thing" (spread one noise map over the image/stretch the bitmap). Perhaps make an object use multiple materials (or something like that), so that I can have a Multi-Sub for a greyscale noise, and then a basic color that I can change to effect all of the sides at once.

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Mar 9, 2011

I am having a problem when texturing using the viewport canvas. Whenever I activate the brush tool, the light on the texture seems to change. The first image shows what the texture should look like. The 2nd image shows what happens when the brush tool is active. The texture for the body gets washed out. I have my viewport settings on default lights and hardware shading turned off. I've deleted all my lights in the scene but it doesnt seem to matter.

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Jan 10, 2012

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Jun 14, 2013

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Aug 13, 2012

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I'm working on a hobby project for a game in Unity3d. When it comes to texturing my Maya models and bringing everything into Unity, I often find myself lost in a very tedious workflow. How to organize the texturing process between different applications.Here is what I'm doing right now: 

1. export UV snapshot from Maya and open it in Photoshop
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or

2 - should i attach the pieces together and then texture them.

Also, once the model are attached, should I still weld the vertices and if I dont weld them, will it affect the animation when I rig the model?

Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013

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