"When on, enables 3ds Max to use custom driver code to render smoothly shaded objects. Typically this is much faster than using standard Direct3D code, but has an effect only when the driver has hardware-specific custom code. Default=on." Its one of those nice little features they added to help speed up 3dsmax. For me its…
gMax might be a free option its a outdated and limited 3dsmax version (just for game modding purposes) but it might be enough. Personally I think 3dsmax is one of the better packages for low poly modeling as it lets you tweak things in details (e.g smoothing groups, preserve UV`s,...) with lots of tools in that area most…
I use both Maya and 3dsmax but because I already know Melscript I would like to learn max script... And yeah this thread is a troll guys... hahaha... But the common point with Maya and 3dsmax is autodesk and if you spend 250 000 yen in a Maya licence they will never help you if you report a bug or alert them on the main…
Well, the sooner you'll post your actual attempts the faster you'll get practical advice on how to improve on them. By throwing them out and asking for advice without anything to show you're basically wasting one round of feedback that people could contribute. To me these look like clever use of non destructive effects…
When making a new character I usually work from Highpoly to lowpoly. So I start with a rough sculpt to set the proportions. Then make the highpoly sculpt with all the details and finally I build the lowpoly on top of the decimated sculpt in 3dsmax or 3D-Coat. However, when I am asked to add some small props to a character…
Hmmm.. possibly try the following: >Go to C:\Users >Open your account for example mine is Nekomata >AppData (This is a hidden folder) >Local >Autodesk >3dsMax... then go all the way through the list of folders till you get to the part where it has a whole bunch of folders and files.. (aka the enu folder) >Delete 3dsmax.ini…
@GlowingPotato They are yeah, right on top of one another. I wasn't using a cage no, but I just did so and it fixed out the problem with the xnormal normal! Thank you! @AdvisableRobin Thanks Robin, I just edited my mesh some more to ensure there is non of the high poly sticking out. Overall it seemed to work but the 3dsmax…
Keeping the plugin working for the quirks in the various 3dsmax version burned me over the years and given the little success the plugin had and a rather demanding fulltime job, my motivation was gone. I no longer have 3dsmax installed etc. completely turned to the dark side of coding ;) @OccultMonk some of the source is…
A bit outdated but TexTools for 3dsMax has a Symmetry tool http://renderhjs.net/textools/3dsMax.html Mirror Reflects or flips either 1 side of a UV shell to the other side or average booth sides so that they are in any case identical. This tool comes with 2 modes: * select half the faces of a shell to mark the half to be…