at least that would explain why the bullets are slightly more effective than wet towels at killing enemies. it however does not explain what differentiates tiny cocks from "dead" matter. technically, there is no difference between matter in a dead object and a living object, at least on the atomic level. the reason living…
God, Max's Project Files are so bloated with extra folders I will never use, that just looking at the file structure it makes, makes me depressed & overwelmed. At work I have to adhere to what's being done there. But for the most part, it's how I set things up on my own anyway. Project Folder -Object Folder ---(maybe a…
[ QUOTE ] i'm trying the normal align tool in max...but i can't seem to get anything to "align" the normal. [/ QUOTE ] Normal align works by aligning one normal on one object to the normal on another object. To use it you: - Select the object to be aligned - then click on the normal align tool - then click on a face on the…
Hi Guys, I would like to know if there is a remesher in this world that would allow me, to make a decent auto-retopo, of a poly object created from a nurbs conversion. Basically: - i have i have a clean Nurbs multi-patch object in Moi3D - i export it with the fbx exporter into a high quad+tri object - i import it to maya ,…
Hi. Just found your scripts on gumroad and decied to write a feedback. Your scripits works only in newer versions of max? I mean for 3ds max 2013 when Im trying to use "ContextSensitiveBevel" on edge I've got this: Could you do something to improve compatibility? And of course InteractiveQuadChamferMod doesn't work at all,…
Hello, i have simple object, low poly sphere made in Maya (512 poly) and, high poly sphere with some datail from Zbrush .......i using "Transfer Maps" in Maya to bake "tanget nomral map" and, when i apply map on my low poly sphere i get some hard/edge shadow when i render in Vray. I try: - change in Bump Atributes on…
Hi folks! I posted here a few months back and got a lot of great responses--unfortunately, the artist we hired has had to step back due to family issues, so we're looking for someone to pick up where he left off. Our studio is currently developing a fantasy strategy RPG in Unity. The game is 2.5D, utilizing 2D character…
Short Version: If I have three types of Low-poly trees I want to make for a game, is there a way I can have all 3 low poly trees share the same texture map yet still be independently place-able in Unity? Long Version: I am struggling with how to make multiple different objects share the same texture map and still move…
I've been working on a scene that has a couple single objects with quite a few materials applied to its surface. I was wondering if it was more efficient to break this object up into many different objects with just one material a piece, or to leave it as one object with many materials? My level seems to be lagging a bit…
I spent the whole afternoon trying various solutions, including -object space map baked in xnormals from FBX with TB checked, converted in Handplane to TS -object space map baked in xnormals from FBX without TB checked, converted in Handplane to TS -object space map baked in Maya, converted in Handplane to TS using both…