I like to use the Advanced Painter script for 3dsmax, it's toothpaste and spaghetti mode allow you to make wires really quickly because you to paint your wires where you like on any given piece of geometry. They are kind of poly intensive but can be optimized fairly quickly because it uses splines. I normally bake them…
Hi there, I'm a 3D artist with 3 years experience at Animation Studio. I have experience creating 3D art based on created concepts, experience collaborating with developers to create a project for Steam (demo version of a puzzle game with stealth and action elements), freelance and my own works. I have experience working…
serive pack 2 is out go get it. it also contains all the fixes in service pack one, so if you didnt get SP1 its all good. http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=6845920&linkID=5573636 Issues addressed by this Service Pack: 3RD PARTY · Crash when performing a File/Reset on a scene with Brazil…
The main idea of solution is to create second UV set where UV islands' borders are the hard edges of the mesh (via Unfold). Then we export the mesh to two OBJs with different UV sets. In max - first we process the mesh with unfolded UVs - via TexTools' "Smoothing Groups from UV" algorithm (i've ripped a part of it into…
I finally have to skin some character for a Doujin team -_-... They want to work with Maya... Then I developed my skin tools on Maya!... Basically for a low poly model I don't need the paint tool... I lost my time and I already know each weight value for each vertex. Then it's more quick for me to do that manually!…
Hi Eric, thanks for the help and willing to share your data! I will check out the 2024 file as soon as I have the trial installed! As for ShaderFX, currently starting to check out the Max help on the subject. Is there a big difference between OSL and ShaderFX? And can you recommend a good place for tutorials and guidance…
That sounds like a pretty good plan. The structure has a lot of unique qualities to it but I think you've found the right mix of techniques to use. There are probably 2-3 other ways to tackle it as well so I don't think there is one right answer. Besides most of those other ways include factors outside of this singular…
could it be, that cycles and blender viewport do not use the same tangentspace? would be odd, but to be fair 3dsmax for the longest time had a mismatch between its baker and its viewport...