Hi guys, there's a lot of people in the AREA forum question about this new feature also, but the conclusion is you cannot turn it off. You can make it static but you can't turn it off/ bring back the old style dialog box. If you don't like it then just stick with 2010 untill the next release of Max (or possible Service…
Hello everyone, I had to switch from 3ds max to Maya for work and I am having a problem with vert normals. I have a rounded modular wall section and I need the verts on the hard edges at the end (where the walls will meet) to point straight out instead of the slightly angled position it has be default (so there is no…
Hey, I was wondering if its possible to work on both sides of a model without having to use the symmetry modifier/cloned instance. The reason I need is that I have a low poly model created with UV's, normal maps, etc. If I want to make small tweaks to things (say the eyes), currently I have to work on one eye and then…
Hi guys! i love Life is strange and thought of making a fanart of Max! shes def my favorite character. I made her using 3ds max and haindpainted her textures in photoshop! I really hope you guys like her^^ model model plus some little animations i made for twitter^^
Hi people. I need help or tips with an issue I'm having with normal maps related to the angle of the clusters in the UV mapping. Here is an example (ignore the wasted empty space in the UV): Since every slice of the octagon is identical, I want to texture only one slice and clone it 7 times with a rotation of 45º and then…
Hello im playing around with scan data, doing retopology in zbrush (to get a low poly version) and then extracting displacement maps (in 32 bit exr format) to get the original hi poly detail to the low poly mesh. Im using mainly 4096px and 8192 px maps (also 2048px sometimes, lower not). The problem is that there are…
You need to save it to the default place max saves the UI files as maxstart.ui or whatever its called, thats normally in the 3dsmax folder/ui I think. If you have it saved/loaded somewhere else it will load the maxstart.ui file every time and because it was never overwritten you end up with the old default. It should…
Does anyone know how to set up geometry in max to export in set polygroups in zbrush? for example a making an armor plate piece in max and then exporting the piece where the side edges and front/back are a different polygroup. Thanks!
I assume you rendered the normal map with Max's Render to Texture utility? Different shaders handle normal map display in different ways, and obviously the RTT shader is designed to handle the RTT-generated normals perfectly. Have you tried rendering the normals in XNormal and comparing the outputs, or are you just using…
$. mat = null Nope UVW Remove Nope Anything exported with .dae (Collada) is getting a "ColorEffectRXXXBXXXXGXXXXXX entry into the material ID in the editor of the game engine. I need a way to strip this as well as its trying to render collision meshes.