Okay, I will give that a go. Also, regarding Millenia, I acknowledge he moved the pump, but there were also other parts near the trigger that were intersecting. I'll look into it again to make sure. One thing I'm a bit unsure about what you said: "Merge the low poly pieces together and high poly pieces together. So you…
If you import it in one go you'll just get a single giant mesh. It's better to import individual meshes. The grid is so you can snap edges of objects together easily. If an object doesn't need to fit perfectly with another object then it's not important to make it fit the grid. Rocks are an example of an object which…
sometimes some mesh info can get corrupted on a mesh or poly object. It helps sometimes making a snapshot of the model and exporting the snapshot. A snapshot is a term in maxscript where it creates a new 3d model of an existing one but as a new Mesh (can be converted to poly). I had it sometimes that some smoothing group…
It renders the shadows into the alpha channel so you need to save to a format that supports alpha, like png or tga, even jpg. I use XnView to view images which lets you toggle the alpha with Ctrl-H, pretty handy. The max viewport render window lets you see each channel, if you check on display alpha you should see your…
I was wondering if there was any way to snap all an objects vertices to their nearest neighbour on another object without having to do it manually? I have heard of someone using the conform boolean tool but this crashes MAX everytime to me. Ideally I would like to be able to shrinkwrap one object to another - this would be…
Hi! Is there an easy way of copying UVs from one channel to another for the same object? I got some objects UV mapped but the maps are for ch1 - now I'd need ch2 for lightmapping and in this case the existing UVs would do fine. So now I just need an easy way to copy the UVs to ch2. There's a bunch of these objects, so…
I've got a script that can Combine selected skinned objects into one skinned object. It can also do the reverse and detach a skinned object by element into multiple skinned objects. Just right click to save this file, and drag in drop it into the 3ds Max viewport to run.…
Hi, thanks for your responses. Daokuniel, thats pretty much how I organised my last project, with seperate objects and material for the signs. The AO was on an empty UV Channel for Unity. Details were on a seperate UV Channel too. My main problem ist that I am mainly using an Atlas and when I have a colour which consists…
Outline! Adds a little more definition to the objects. Would it be possible to use thick and thin lines depending on the objects view? For example put a slightly thinner outline on the object and a thicker one around the silhouette. Also agree about colouring the outline to match the objects diffuse colour
I was wondering whenever i try bake my maps is there anyway to bake a tagent based normal and an object based normal at the same time using transfer maps? or do i have to go through baking object by object as tangent then re go through every object after changing maya from open gl or direct x if thats even possible?