In short, I'm working on an asset that requires a lot of extrudes from polygons on angles, however I want the extrude to be perfectly horizontal along the x axis and the extrude tool only gives the options "Group" "By Polygon" "Local Normal". I wonder if there was a way to do it by world axis. I know I can delete a face,…
Hello people i just heard that people started using round shader for baking normal maps on hard surface. Since it would simplify the process greatly, i would like to use it as well, but i can't find any info about it. Does anyone have links to share? Where to find such shader, what is the pipe? Thank you.
I agree that 2009 is probably the wise app to use when you compare apples to apples. I haven't tried this or even researched it but are you running 32bit max on a 64bit system? I think Vista has a the capacity to run 32bit programs in the 64bit version but it does it by further bogging down the system by running a 32bit…
So I just upgraded to max 7 and boy is it great! The only think that really bothers me is that I can't seem to figure out how to do precise rotations with the rotate tool. In max 4.2 when animating, you would always rotate to a flat number. Now when using the rotate tool, it always rotates to a decimal number, but even…
ok i made a new max-material and also masked the normalbump now it seems to work edit: the mask-map seems to reduce the masked-map-map-sice about the half or so.... why??
Hi all, I’m looking for a Unity technical artist to support an unreleased immersive astronomy experience currently in development. The initial engagement is focused on creating a high-quality real-time visualization of a complex astronomical structure. The visual needs a convincing sense of depth, layered translucent…
You can transfer the skin weights in max before exporting back to maya. As long as they are roughly the same shape and size you can use skinwrap on the new mesh, target the old mesh and then convert to skin and export. In this case its based off of proximity not vert numbering so it doesn't matter so you can make edits to…
Hello, please tell me the solution: I select the image for the background in the viewport configuration window and at the bottom of three options I choose match bitmap. The image is set as needed, but when I select another viewport it stretches a lot, apparently the match bitmap option is reset itself and set differently.…
This is my first ever High to low workflow/SubD or whatever the kids are calling it nowadays. My inspiration was from the TV show The Viking's on the history channel as well as Skyrim. Being a noob I don't know if I did everything in a efficient manner so I am going to go over my work flow below. Please point out anything…