Hey guys! Today is the last day of the challenge so i'm calling it done! I will make a Artstation post probably on monday with it since i'm happy how it turned out. I've seen some cool progress here, great job everyone! High poly - 3ds Max. Low Poly - 3ds Max. Unwrap and UVs - 3ds Max. Baking Maps (normal, ao, id) -…
Hi guys, I have a question regarding baking an AO map of a corridor (closed, indoor scene) in Max. here is the scene that I'm trying to bake an AO map using Max's MR AO baking process.. Note that I have 3 omni lights in the scene. And here is the result.. It's pretty much like what I expected to happen, all black, and it…
Hey, silly question about Max's unit setup. I typically work in Meters, since that's what our engine accepts. My Units setup is "Display Unit Scale: Meters" and "System Unit Scale: 1.0 Meters". Everything saves and exports out correctly, and in-engine it all works out to the correct sizes. My problem is that max doesn't…
hey all, I'm making lightmap UVs on the #2 uv channel. then if I collapse the modifier stack and try to add an new uv modifier, select map channel 2 and hit Edit, it shows my channel 1 uvs again - even though i know they are different. anyone know what i'm doing wrong?
I have issues with Doubletap script from this thread. Say I want to toggle Top/Bottom views, single tap does nothing macroscript Top_Bottom
Category:"_custom"
toolTip:"Top/Bottom Toggle"
( fn checklastClicked = ( local thisClicked = timeStamp() if lastClicked != undefined then ( if (thisClicked - lastClicked) < 500 do (…
At the top of the page here: http://jokermartini.com/welder/ Also: Outliner Monster's Key Tools Monster's Gradient Map Baker JJTools Wrap-it Max Retopo Soulburn Scripts Labyrinth QuadSphere ProTrajectoryHandles ProSequencer aa Stone Wall Placement Tools Rock Generator Fracture Voronoi Primitive Maker Deform Edges Miauu's…
I'm working on an environment at the moment which has overlayed uv's utilising the same tileable textures. I've seperated the environment pieces according to which tileable texture they'll be using and unwrapped accordingly. I'd like to bake an ambient occlusion map from the all of the geometry on one sheet and overlay if…
heheh 3dsmax is not a good application for subdiv models, i recommend you to try silo or modo, you can work in isoline mode without efforts. In Max, you can work well with subdiv models if your model is builded by multiple pieces. Try changind the Direct3d options, it should make your work easier but not as you may expect.…
no need to make a collision mesh for it at all. in the static mesh editor you can set collision. fixing smoothing groups would probably be done in max/maya by custom setting smoothing groups (or hard edges in maya). Is this prop normal mapped/baked?
Howdy polycount users, Iv been using max for about 4 months mostly for animation work and im struggling in creating things like guns. Im fine with creating pilliars, lamps, knives but when it comes to guns i look like a person who has just picked up max and the quality is uber poor. I was wondering if there are any tips…