Unfortunately, the only files in the pack that are rigged are the .max files that have rigged in their filename, the OBJ files don't carry armature/bone data. The scout_rigged.max file has the character rigged with a 3dsmax biped object fitted to the character with additional bones to control deformations. You'll have to…
Hi thanks a lot so the uv , polypaint have nonsignificant increase on the model export.... Btw dunno if I may ask but could you give a look to the thread I have linked ? Reports a problem with xnormal - 3dsmax- zbrush workflow with also the model samples .... As wevstill were not able to figure out how to fix it...
That actually makes sense if verts only average their neighbors and not the entire group. The crazy method makes sure that is the case and if 3dsmax does that already then its just one big redundant step. If that's the case then the only other thing besides creating hard/soft edges & selection storage is like you said…
no I am not downplaying it, (although my "just" seemed to have created that impression), I love the idea of node driven editors. I just wanted to point out "free" alternatives. (MentalMill is also nodebased). Granted that if you want to do shaders for 3dsmax and such without some more .fx knowledge, ShaderFX is the tool to…
In 3dsmax 2k8 and higher there is hardly a need for helper pivot "objects" instead check out the "Working Pivot". Having an alternate pivot point thats only a keystroke away is a bit faster then setting up helpers. I'm not saying its a total replacement for helper objects but its another option in recent versions people…
The funny thing is so does 3dsmax. In fact you can even set up your UV area without ever applying a texture. I think the underlying message I'm sending here is, know both tools before making a comparison. If you don't you're just taking your dancing pony to the dog show.
nice work! this level of hard surface modeling would require some TLC. i had experimented with SmoothBoolean v2.0 in 3dsmax two years ago while exploring solutions to this very need but found it just finicky enough to cast doubt on its promise. maybe exploring what users have been saying about this plugin since then will…
All those things you listed, are limitations with 3dsMAX NURBS. I'm not using MAX though, i'm using MoI which is a CAD package written for designers, not engineers. Yes I would rather use NURBS over sculpting for some of those armor pieces. The lion and eagle head would be easier sculpting.
This is common with 3dsmax and zbrush. I forget the steps required to fix the uvs in Max (I should probably write them down the next time someone posts them since this is asked about frequently), but I think the zbrush method is to switch how you're importing the mesh (use goz if you're not, or vice versa)
This is a bug with the Max 2017 release i heard from other people too: Vertex snap with edit poly seems buggy/not working I'm not sure if this has been reported already so please do so using the following defect report form http://download.autodesk.com/us/support/report_a_bug.html?SelProduct=3dsMax