https://vimeo.com/164412661 This is a stylised paper world animation showing a concrete mixer traveling through the unfolding world it helped to create. Produced using 3dsmax and Vray. Animated using many offset keys, path constraints , multiple bend modifiers, slices and visibility tracks. Please share, enjoy and ask…
Hello I am very close to publish our first set to Wraith king, but I've scared to see the detail map has stopped working. It has always worked well, I guess the last valve patch modifies it. Anyone know anything about it? I hope to publish soon and create a thread to share work with you, thank you very much for the help.
Hello @scottycharly , I have just finished with the model. I ended up using the same scenario but with different lighting. I added more geometry to the black tape and the shaft, so now it raises a little bit, as @zetheros mentioned. The edge of the blade is now more reflective, and the maker's marks go inwards to the…
Hi MightyPea, here are two scripts to activate and deactivate IgnoreBackfacing in every Editable Poly object, Editable Mesh object and Edit Poly modifier in the scene. Unfortunately Edit Mesh modifier doesn't seem to expose this setting. There are two macroscripts and not a single toggle because you cannot determine what's…
Thank you! I found primary visibility with your help in the Arnold manual and that's exactly what I'm looking for. So In 3ds Max you have to apply an Arnold Properties modifier to the geometry. In General Properties tick Visibility and untick Camera (Primary Rays) You can also control the amount of shadowing by applying a…
Hello there. I'm currently working on creating a barrel plank and wanted to conduct a test bake, but unfortunately it's not working correctly. The least artifacts in the bake I get when using the 4k version, but I'd like to avoid using a 4k normal map due to the model being intended for a game. Here's my workflow for…
sprunghunt-All the other maps were baked fine) Where can I check if I included the collision mesh in my hipoly.fbx? I am a beginner and I do not quite understand you) And how is high poly,fbx supposed to look when I re-import it to max? Does it look correct?( BecauseI did not use opensubdiv modifier in the scene)
thought'd i'd share your post from facebook. Here is the LONG list if what happened between 3dsMax 2018 - 2019 Rendering Advanced Wood OSLMap Out of the box works in any renderer supporting the classic 3ds max shader API (Scanline, vRay, Corona etc.). It also means it works outside of renderers, anywhere in 3ds max where a…
Hello everyone, I have issues with reexporting a skinned mesh from MAX to UNITY. I used regular import / export but also the Unity Max Integration plugin with the same results. I do not modify anything inside Max, I only Import FBX from Unity and Export to Unity from Max. As you can see in the pictures the reexported fbx…
I've signed on to help with modelling and animating for the HexenTC using the DOOM3 engine. I'm doing some of the beasts they'll be needing. I use 3d MAX 4.2, which I know is older, but I can't afford $3000 to buy it again. I always animated with MAX's character studio plug ins, BIPED and PHYSIQUE. But I'm told that Doom3…