Huh, not using Biped here, so I guess I'm missing those boogs. I'm seeing the same old crashiness though. Sometimes I think Autobak is the best feature they ever added.
Have a look at polygon cruncher ... http://www.mootools.com/plugins/us/polygoncruncher/ I had nice results with it. As for the autobake maybe take a closer look at Ndo2 (Quixel) maybe ? http://quixel.se/
Yeah I ended up using an autobak file, didn't lose too much work. Still seems really stupid that it works like that and that it's still in max. Anyway thanks for replying.
I will look in to this but thanks alot for the heads up! In the next release there will be an option to autobake curvature so it will have a standardized valur which means these problems should go away! Also means working with high poly is easy breazy!
I've got you beat on the "anal" department. A list of my pet peeves when working with other people's files (some of these are very 3ds max - centric so bear with me): - People who save our their max files with a single viewport maximized, usually in "User" mode. Upon toggling to a four pane view, you discover that ALL four…
Oh I see, you did a bunch of SG work on the barrel. All I can say is use Save Incremental, or set your Autobak to a greater number of files and a smaller interval, like 20 files and every 5 minutes.
Update time! Just in time for the holidays. I have made a few new scripts as well as tweaks to others. The biggest addition is probably Smart Dynamesh. An edit to note is that the "AutoMask PG" button is now a toggle. Before you could not tell if AutoMask Polygoups was on or off. Now you can. It shouldn't cause any…
Hey, Last night I saved my scene, now when I open it it crashes. I have tried the autobackups , they crash also. Someone pls help me recover it. http://speedy.sh/3722z/AutoBackup01.max
No, you don't need uvs on the high poly. The sole purpose of the high poly is to rip the detail to the Normal map. You set up edge padding in your unwrap. You can specify it as a number if you autopack the shells or do it manually. It means having enough pixels between the shells so nothing bleeds across to adjacent shells…