Undo for soft selected edges not works. The reason: - when MAX moves soft selected edges the amount of used RAM increase and increase and increase. My PC have 8 GB of RAM and during the tests that I made I manage to crash my PC several times. The reason - max starts to eat memory one every movement of the spline's knot. So…
With characters maybe not :D , because you can't see the curvature on a head for example. And more if you a working with a very low poly subdiv base mesh. I was customed to work with instances in Max long time ago, but since modo appeared, that thing of welding vertexes is history hehe, steps i save. Convert to regular…
naw, you're right. (just for clarification, when I said decal I meant a decal plane that hovers over a surface, never ruled out a blend shader) i've been leaning that way for a few days now. i'd wanted to give some vertex painting stuff a shot, but I can't think of how I'd get the nice directional details you see in the…
Same here! Instead of using the script r_fletch_r provides, you could just "unlock" the Round_Corners_Bump Map and then select it from the Map Browser, just like applying a Noise map to the Bump slot (for Max that is). Guide to unlock the Round_Corners_Bump Map for all Shaders in 3DS Max: STEP 1: - Go to <your max install…
I agree with what's been said. Most of that stuff already exists or would be easy enough to script. Here's a very basic texel-density script I've written that someone might want to improve upon. Next step for me is to add a query for the existing texture size, but I suck at scripting so it's progressing very slowly :p…
wants to make a 'triple A look', posts AI ref. Fair play, the industry is basically at that point lol You'll want to go back a few steps and focus on sculpting imo, needs a lot more work. Good luck
Hello, I am looking for advice on how to combat an issue. Process: Sculpts in Blender -> Baking in Marmoset -> Texturing and Channel Packing in Designer -> Import into UE (Compression Settings BC7, DX11, optional A; Sampler Type: Linear Color) I've been getting data loss in my normals when trying to recalculate the blue…
Hey @Scotty_Did_Does There are a few ways you can handle this but I will explain the ways I know. Firstly will this be intended for game engine use? If so the easiest solution in general is to have a "Weapon" bone on your actual characters rig, located at 0,0,0. Since this gun looks very simplistic a weapon rig won't be…
going crazy with shaders "depends", on many mobile chips you would want to save vertex shading cost + amount of vertices, given their approach to rendering. in a basic pipeline you have two phases. First is that when you draw your mesh, all vertices will go through the current vertex-shader. Second is that your triangles…
@Talon: You're right that method isn't the best, or what I would use personally. I was just too lazy to write a full on tutorial. :poly136: What I would do if I only had Photoshop and the Nvidia filter is: EDIT2: IMPORTANT! Do this whole process in a new document, the conversion back from 16 Bit per channel to 8 Bit per…