His script replaces the default UVW Edit Window script. Rename \3dsmax8\UI\Macroscripts\Macro_UnwrapUI.mcr to Macro_UnwrapUI.backup, then put Chuggnut's mcr there, named Macro_UnwrapUI.mcr.
Trying to work out if those reference shots are from Sydney >_> It's a cute little scene. Your lighting and composition is well executed and is the main thing going for this piece. The renders you've selected demonstrate considered curation: not too many photos, and each has a considered purpose with respect to your…
Yes, make sure sRGB is checked. This should be enabled by default for the Albedo slot. However, if you did something like load the normal map into the normal slot, and then accidentally load the same normal map into the albedo, this slot can get set to linear space (sRGB off).
Hi everyone, This is my first post, I was willing to do an introduction but right now I'm in a bit of an emergency for a class project. I'm a student so forgive if I'm asking obvious things. I've done some research but I can't seem to find any solution. Here goes the issue: I've modeled a character and a friend has done…
Hey guys, On the project I am working on right now I found myself going back and forth to the Maya Grid Options quite a lot. After a while I found it really tedious and time consuming. At the same time I find the window size way too big (and it also shows too many options that you set once and then you forget about): so…
Smoothing entire mesh works ok for organic subjects or characters. Anything boxy shaped or just having close to 90 degree angle in between polygons would need either split/hardened edge or a geometry bevel/ chamfer with vertex normals slightly rotated to be perpendicular to adjacent bigger faces . It's called face…
I have some rocks I made that have stretched UVs. the normal map looks fine stretched the diffuse does not. Is there some way to set the coordinates on the diffuse so that they don't use the default uvs but instead tile uniformily?
Does anyone know of a script/plugin that would make this possible? I'd like to be able to collapse modifiers down to top Edit Poly modifier instead of just the base Editable Poly, but afaik it can't be done by default in Max.
its live... woho... its so much fun to work like that... https://area.autodesk.com/blogs/thebuzz/announcing-mudbox-20182-update-and-introducing-dynamic-tessellation/ and a lot of bugfixes... https://knowledge.autodesk.com/sites/default/files/file_downloads/Mudbox2018.2-Readme.htm