pinch it till it hurts baby! Although it might've been better if you started off with a hard-edged highpoly mesh from 3dsmax or whatever prog your using.
chai: http://boards.polycount.net/showthread.php?t=53986 there should be virtually no differece between mirrored or unmirrored, if done right. I intend on making a 3dsmax viewport shader and tools for it.
same here, using the importer that comes with 3dsmax clean, so i'd say that's the guruware one. but I just imported it as a single mesh and then it worked fine as said above.
Worth checking the fbx dialog is set to Media&Entertainment . Helped me few times with 3dmax glitches and smooth groups should be definitely off for import. Otherwise any custom normals would be ignored.
Ah, so It allows to have up to 8 textures to mix together using vertex color and alpha. A bit of an offtopic, but first thought I had after reading a title is split UVs of vertex color/alpha to have rough transition between values. Not sure it even makes sense with other software or file formats, but 3dsmax allows for some…
The .obj was modeled and exported from 3DsMax 2021. I've tried multiple exports and smoothing group alterations but had no luck on this occasion. Any idea? Thanks
hi everybody I want to show you my first work in gaming industry all modeling and texturing in 3dsmax. everything baked with projection modifier. realtime visualisation in 8monkeylab http://maroon3d.carbonmade.com
Hi everyone, just finish this game model before the chinese new year holidays. Made with 3dsMax, Zbrush, Substance Painter and rendered in Marmoset Toolbag. Hope you like it and happy new year :) modelmodel
https://vimeo.com/210043712 See how the model was created. Model based in scan (Photogrammetry) I use a Nikon D5300. Programs: Zbrush, 3dsmax + Vray, Reality Capture (Scan), Photoshop.