Have a look in the Max vs. Maya thread, it has some great tips and scripts you might find useful. My tips are: Get familiar with the MiddleMouseButton! Whenever using a extrude, bevel, merge or whatever, I find it quicker to just apply it with default settings and changing the values in the channelbox afterwards. Instead…
Ensure that the entire b_hierarchy is exported. You might have to check that "hierarchy as bones" option to get the root and hand bones exporting right. Also turn off "assume maya coords" if you have already set your prefs to have z-axis up. If you've done that in maya, you've basically done the work of the "assume maya…
OldKid, konstruct, Deathtelmz, thanks for the compliment. OldKid, nice feedback. Actually I did that on purpose. The guns are sort of like heavy bombartment cannons so It is suppose to shoot up. The barrels make it look more like gatling guns though. haha But I guess I should lenghten the rotation axles so that he could…
I sometimes use one UV channel for procedural max textures like noise, smoke, dent, electricity ect... then render those out and use them when painting textures. Right now I'm using a "Max Shader" to scatter dust around the objects I'm working on. I blend my defuse with a procedural dust texture, to settle dust on top of…
I've updated my site with some new scripts. Check 'em out and let me know what you think. The one I personally use the most is Render View. It's a lot like the Maya render buffer that saves your renders as you do them and let's you flip back and forth between them. If you turn on the "Auto" checkbox for a scene, it'll save…
It looks like it's currently rendering the normal-map with the Y-axis inverted, so try inverting the Green channel of your normal-map in Photoshop (so white becomes black and vice-versa). That should fix the weird shading, but with regards to seams, I'm not sure - that may be something to do with the way ZBrush outputs…
I'm happy with the axle piece at 36 polygons and the spokes have 3 sided at the outside and 4 on the axle totaling another 84. 120 in total that would make the wheel 144. I'm going to set myself a new limit of 200 total, I think 100 was too cheap. Even though I'm happy with the center I'm going to hack it up and trade it…
What do you mean flip? You mean flip as in the UVs are now exactly a mirror image of what they were before? Or do you mean moving them from one ID to another? If you mean just mirroring them, there is a little button that looks like his >|< at the top of the UV window, that will flip it in the horizontal axis, and if you…
your thumb seems rotates too far back.(on the twist axis) mine is like 40 degrees (in maya terms) opposite on the x axis(twist axis) maybe make the wrist bone stick out more. mine seems to be a great deal bigger than the one you've hinted at. maybe add some more high frequency details, like skin patterns. looking at my own…
poop your such a noob! it was new to max 8, good reason to read the included "whats new" pdf. also just incase you didnt know, if you press "w" or select the little icon at the top that looks like a cross it allows you to move things around in all 3 axi, i would like to go more into it but i dont have enough time right…