Hello Guys First of all let me say, that I'm fairly inexperienced so the answer might be obvious. :) I'm modeling a Spaceship for a game, now I'm about to model the cockpit. I've modeled this as a separate object and just put it in the correct position. Both objects (The body and the cockpit) are intersecting each other.…
I am a maya/xsi user. However a client needs me to send them a model in Max format, with smoothing groups. In maya to bake my normals I just select my model, and go normals -> soften. My question is, how do you 'soften' your model in max? Thanks in advance.
Is it just me, or does Max squeeze out this loaf on everyone else as well? Everytime I load a new scene, first Max swaps to some kind of default four-viewport display of the current scene. For some insane reason it has a shaded Perspective view that has to load all the textures for that scene. Once it's done loading all…
A. Was using xNormals, baking a high poly done in zbrush, low poly made/unwrapped in max 2010. B. At the moment I've just been trying to preview it in studio max, using Buzzy's widely used directX shaders from another forum. I should note though that those nasty lines are appearing even in a standard render too, I've tried…
Im taking a chance to see if i can send you a good resolution of my sun setting but i don't think that it's gonna do it Here are the most principal setting of all lights and environnement parameters CHECK THIS OUT THANK YOU!!! So my Sun parameters are : Target Spot Casting Shadow with mental ray Shadow Map A Multiplier of…
What do you mean by "directly import" them? The workflow would be the same as any other asset in Max - you create a material and assign the textures to the respective inputs. The current version of Bridge is somewhat limited in this regard, so your best bet is simply to visit the extracted folder (Double-click on the asset…
I'm actually using RTT effectively in Max 2018, albeit with V-Ray instead. Working pretty well, considering. If you're baking normal maps, better to use newer tech, like Marmoset or Knald or Substance Painter. Be aware though, as far as i know none of them bake transparency properly. They just render overlapping…
on my laptop. doing some character animation with the low max rig. at 55% cpu usage and 33% memory usage i am only getting 10 fps. help? I'm leaving to work so i will check for answers tonight. using max 9 btw.
I downloaded this free model, and when I enter Edit Poly mode the Hi poly model has this low poly cage. My first thoughts were that the model has Hi & Low for normal mapping, but there's nothing in the modifier stack. My first instinct was to convert to an editable poly, but that just leaves the Hi poly. Whats going on…
If I remember well , You can export from Editor in .obj files. So, create one simple map ( room ) , put there some static mesh and export it in .obj - and then import into 3DS MAX.