I started to use again 3D Max, but this time, i will stick with it. Here is my problem for now. http://postimg.org/image/g1e8bw4fz/ Black polygon, How to fix it? I tried with Normal modifier but it is still there
In 3Dmax7 with Edit Mesh if I right click to properties and get the poly count and then add an edit poly modifier it cuts the triangle count in half. Whazzup with dis? What is the correct count? thanks
I understand that Houdini is very flexible and procedural. (Advanced/flexible version of max modifiers?) But can and should it be incorporated in character modeling workflows and hard surface modeling? Or is it more for procedural level design and FX at the moment?
how would i go about generating a array of view layers, that all have a certain prefix in MEL. trying to modify a script that exports the contents of my view layers to separate files, to only work on layers that are prefixed with "XN".
if you use default z brush plane primitive and your target texture is 1x2 you can use 2 and -2 in Array for x axis (using append new button) and 2 and -4 for y axis. Also duplicate the original plane before this overlay scale up. You would be able to use it as a crop factor after you "grab" it , and then texture > crop and…
Hi! I would make some adjustments to the pose to ensure it works well in 3d. Could start with a modified base skeleton (use rigify?), then sculpt individual meshes and parent them to bones, finally add cloth layer top. Good luck!
One thing to consider is the skewing that occurs when baking with a cage based on averaged vertex normals. Looks like here the skewing is more apparent because of the lamella nature of the highpoly pages. Checking the skewing on the original, continuos lowpoly in Toolbag, it looks like the rays will be hitting the highpoly…
Learn how to use Substance Painter and/or Mixer to combine and modify materials, so you're not just at the mercy of what the Megascans library contains, but it's perfectly fine to make use of the Megascans library.
You can either mask them, isolate the visibility of them by ctrl+shift+clicking, or open your brush modifiers and cranking Polygroup Automasking to 100