So like, how do I in fact tell projection to tell render to texture to either A: Render only a certain Material ID, or B: Render all material IDS at once in separate maps (which I think it would be be able to do since its trying to combine them into one otherwise. So it would say Ok, throw this pixel on this map, throw…
Not sure how well it shows up but i threw together a simple example. How it looks in max (but even slightly worse than this) Original texture 512x512 Dont know if it matters, but im using Nitrous and Realistic Materials with Maps. Is this something i should stay away from? go back to OpenGl or Direct3d or whatever? EDIT:…
I got myself to use Max's UV Unwrap tools combined with Textools, I am trying to unwrap the Alien Isolation Motion Detector so I can start baking and texturing but I cant seem to get the UVs to work properly. Whenever I scale the objects, it does nothing and when I use the Pack tool, it just ruins it. Even the padding isnt…
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if the left and right arms have the same UVs and you're baking ur normal map all at the same time it'll project one on top of the other and you'll get a total mess, if you want mirroring and ur highpoly geo is the same you will have to offest one arm's UVs to either be outside the 1x1 UV square or just scale it down in a…
i believe max 7.5 has a good fur and hair systems implimented into it (i may be wrong and that may not be coming in till 8 but still looks really good.. altho it doesnt help you much at all now, sorry about that.
Hey Polycount, I'm trying to bake a normal map for this guitar in Substance Painter, but i'm getting these strange artifacts when I test the normal map in Marmoset Toolbag 2. I don't see these artifacts in Substance Painter I originally thought it may be the topology on the highpoly model, so I retopologized the highpoly…
i recently heard about this, i guess you cna use it to view normal mapping as you work in the viewport, and for me this would be quite nice. however i can't seem to get it working, what are the steps i must go through for this to work? i am using 3ds max 7 and am doing the following steps, of which i am sure i am missing…
Struggling to figure out where the mis step is here. Fbx from max, normals tangents and bi normals all exported. But any uvs that are rotated 90 or something along those lines shaded wrong. Same model thrown into unreal renders fine as expected. ( I understand unity is open gl, so the normal maps g channel is flipped in…
Obj exporter in Max has an explicit option for this ( YZ-Flip ). On importing the uv mapped/edited obj, simply check the YZ flip option too, so that axis gets flipped back to 3ds Max's axis alignment again. For convenience, simply create a preset called "Headus UV" with that options enabled for import/and export . Simply…