Hello community, i have an issue with normalmap baking using the projection in 3dsmax. I´m using an highpoly model and an lowpoly model with the uvw coordinates. After the rendering the normal map looks screwed :( What could be the reason for this issue?
.. o Don Tancredo el verdugo, in spanish.:poly124: Inspired a by a character from an old argentinean comic magazine. It was about Week of work... just for fun. Soft: 3dsmax+Zbrush+PS+Artrage+Meshlab Crits always welcome:thumbup:
Can anyone recommend an app that'll take a screen shot at set intervals? Ideally something that can be locked to 3dsmax too so I don't end up with screenshots of me being distracted by Youtube inbetween working.
Hi, My Name Is Karim Ahmed I am A 3D Character Rigger With 9 Years Experience in Character Rigs With All of Its Types (Humanoid - Cartoon - Machines - Hybrid - Cars -Animals). I also can Do Cloth Sim and import it to any software using Alembic Extension, and I can create Cloth For Games or Cinematics Directly inside Unreal…
Also this result. https://forums.autodesk.com/t5/3ds-max-forum/to-wacom-or-not-to-wacom/m-p/5141958/highlight/true#M95149 And here on Polycount 3dsmax Pan/Zoom
Hmm im not sure if that should be there. But it looks like MAX 2021. http://help.autodesk.com/view/3DSMAX/2021/ENU/?guid=GUID-566A8DA5-C3EA-472F-B846-AB334616D6BD
I used to see 3DsMax rigs on RigsArena, looks like they are still active: http://rigsarena.blogspot.com/ I know there were more sites out there, but this is all I remember
also bear in mind that 3dsmax past 09 have been generally perceived to be getting worse and worse in terms of viewport stability and speed. edit: lolnecro post by accident.
In 3dsmax, toss a "turn to poly" modifier on top of your stack, set the number of sides to 3, export and then you can remove the modifier and go back to working with quads.