cool Alec, thats good to know, I had always said to me why there is not some sort of path modifier, spacing / array tool in PS it is reaally useful, specially for those kind of repetitive tasks. Actually there is a lot more of 3ds max modifiers/functions I will actually like to see implemented in PS...but for the time…
To get a real time preview of the vertex blending in max i'd say your best bet is shaderfx. http://www.lumonix.biz/shaderfx.html There is a tut on texture blending at the bottom of that page. One of the problems with max's vertex paint is you cant work on the seperate rgb channels like you can in photoshop, I would suggest…
In max I normally start out with a basic shape and then pile on modifiers on top of it then when it comes time to generate the low, I copy it and remove the higher level modifiers. Or I remove a bunch of loops and details from the high. Also nothing wrong with creating new geometry over the surface of the high poly. Max…
I'm no expert but what i would probably try is to make splines for the direction of thebranches. Then make some long and curled helixes, add an path deform modifier to each and assign the splines as paths. Then perhaps convert the helixes to editable spline and tweak in the irregularities via soft selection. Or maybe give…
its the shortcut override toggle button and its within the main menu of 3dsmax. If you enable it it forces shortcuts that are modifier specific or tool specific over the default interface shortcuts. This is sometimes required so that shortcuts for example in the UV editor work or in the Edit Poly modifier. Its really…
@SasoChicken: Sure thing. Here's a wireframe render of my current scene (I've modified a bit of asset placement and have been working on piping. Still lots of work to do.) Some progress shots: Still need to do some wall piping, cabling, cluttering and also noticed that the end of the hallway needs modifying so that the…
I've seen this issue before on my own stuff. Trying to remember what I did to fix it. mental ray seems to have problems when your low poly and high poly are perfectly coplanar and overlapping, regardless of cage, so maybe try dropping something like a Push modifier, slide it underneath your Projection modifier, and set it…
Are the UVs in two different channels, and you want them in the same channel? Or are you simply combining two meshes into a single entity? In Max the latter happens automatically, the two UVs are combined as well. The former is fairly simple too, add a UVW Unwrap modifier set to channel 1 and another set to channel 2, then…
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea. I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this. Please correct me if i am wrong, i'd love to have this…
I'm trying to model something similar to this: What I'm trying to do is to create a single cylinder for the holes, and then use a combination of array/mirror to create the pattern, which is hexagonal. However I can't figure out how to do it, or even if this approach is possible. The whole point of this exercise is to keep…