The subject pretty much says it all. If I open the material editor first thing after Max loads I'm fine. Close it and do a little work (I'm talkin 60 seconds at least) then try and open it again Max will crash. If I don't open it right away and just work for a bit, it'll crash. This is happening with both versions 7 and 8.…
Okay so ive recently decided to do myself a small project in effort to learn how to vastly increase my knowledge of production pipeline So far ive made a high poly and low poly version of this model i made and finally rendered out a normal map in max now im coming to the point that a nice ambient Occlusion map would be…
max 2013 also has something wrong with the bitangent in the vertex data, dx shaders which rely on that (most which use tangent space normal mapping) will look funky even if it was more stable. It's not great, and I don't know a fix (stick to 2011 or 2012 seems to be the way at the moment)
a common issue is the Max's Gamma/LUT Correction. Turn that off and it may help. Also When baking make sure any overlapped pieces are pushed over one whole unit in any direct. Baking overlapped uv's produces bad results. If you're baking with a cage make sure to fix any overlapping issue with the cage. If you don't you'll…
I'm modeling a character in 3DS Max, but I did the block out for the character in Zbrush. The character scale is a bit too small for max, so I want to scale it up, but also be able to return it to it's original scale easily (for detail work in zbrush). I exported the parts from Zbrush as OBJs (with scale set to 1.0… though…
So randomly on Friday I starting having an issue where right clicking has decided it no longer wishes to bring up my quad menu. Has any one ever encountered this before (This is not the bug where the quad menu appears but then flickers off)? Now if I control+right click, or alt+right click, I still get those quad menus,…
Hi. I recently started working with 3ds Max 2014 which pretty much changed a lot of stuff it seems. They changed the "UVW Xform"-Modifier, too. Until Max 2013 the UVW Xform used 0.0 -> 1.0 Now Max 2014 it changed to "cm" or "inches" or whatever. Working with tilables it turns out to be a real pain working with the new…
Hi folks in Max 2011 I had could target weld any vertex in the UVW Editor or grab a group and hit ctrl + w and weld selection such as ... [ame] In Max 2012 It seems to weld the blue / open verts but nothing else such as [ame] Is there a tick box to revert back to Max 2011 settings or has this type of welding been lost to…
Hi guys. I have a head that is mapped to UV0. I've created an overlay texture mapped to UV1 that is going to be a hair cap that blends with the head's skin material. I created a quick height->normal map from the hair cap diffuse in xnormal and applied it, but when I use this in Unity the normals are wrong and there are big…
*ignore bad uv map* I just retopologized my entire model in one day and was going to test peel it, but when I applied the symmetry modifier then added the uvw unwrap and quick peeled it, none of the symmetric islands were overlapping.. (note, I have not yet applied my own seems, I just used the pre-generated seems given…