Liquidmetal: Yes, animated mesh is the "cage" which you see in the right side of zbrush screencap - This in turn is just displacement mapped in 3dsmax (similar process to using normalmaps in 3dsmax)
Dustinbrown. No, you dont need to guess that. I'm using 3dsmax/vray by the way. MikeF. I using jpegs in 4096x4096. Painted initially in zbrush them exported to photoshop and 3dsmax.
Is there any progress with the 3dsmax version? I mailed the HardMesh developer some time back and their answer was that they were trying to find a 3dsmax developer. They said it could take a year or longer.
Yes this is a 3dsmax limitation. The only thing you can do is to undock it, resize, then redock. In 3dsmax 2011 it's become even worse: the height doesn't auto-adjust anymore either...
The Noise on 3DSMAX Bakes can be solved by using a Push with a low value. Ive read about it, but never tried it. I think the best Results in 3DSMAX are : Catmullrom / Hammerslay with 1.0
Okay thanks Mr.Chadwick, Should I do anything special in 3DsMAX? I am currently creating the 3D models of the roads and applying them a texture of clean asphalt in 3DsMax.
3dsMax is good generalist package. You can cover every aspect of CG within 3dsMax. CAT is easy to use. Character Studio is production proven motion capture solution.
I have the same issue with all the obj I exported except the samples files by quixel. I use 3dsmax 2014 64bits and DDO 1.6. The settings in 3dsmax to export are:
Is there a function or script in 3dsmax that can be used as the 'transfer attributes' function from Maya to transfer details to a base mesh? This is particularly handy for Marvelous Designer when transferring details.