Hey everyone, I need to transfer skin weights from a really simple to a more complex non-organic model (car body). I am making a mod for Automation car tycoon game and a deformable body ("morphs" for bumper, roof shape, wheel archs etc) is required for a player to be able to change the car shape. The body itself has a…
So I have a two models with identical topology and in the past I've used Maya's transfer texture option to bake existing materials onto a new UV layout in a pinch when needed, my question is, can 3dsmax do the same? I know Render to Texture exists and have used it to render normals off a high poly onto low poly bake but…
Layers should work. I was testing this in another program mind you, but simply hiding the highres mesh was enough to make the system stop trying to calculate it whenever I transformed the rig. Weighting... yeah, if you're crashing at 500k you might need to try and find a way to transfer the weights assuming the low-poly is…
I don't think you can't select every single polygon(face) in one marque selection unless you have "Raycast in Shaded Mode" ticked off. I have the same settings as you do but with "Raycast in Shaded Mode" ticked on. In my experience with Softimage the only sure fire way of selecting every single polygon within the marque…
Ok, so here's my dilemma. I have a detailed character model consisting of several individual pieces ( it's a robot). After roughing out the basic designs for the texture I'm realizing I should probably break down the textures even more from 2 to 3 separate maps to get the details and resolution I want. It is possible to…
reflection vector takes in to account objects normals (inc normal maps), camera vector doesnt is one difference anyway and yeah vector transform can transform a vector you put in, so if you put in a camera vector node and transform it, you can change it to local space/world space/etc space and so on think if you force a…
"x-form" is the same as "transform". It's the change in scale/position/rotation relative to the world that a mesh has. Resetting them makes the current position/rotation/scale of the mesh the base. So if you 50% scale something then reset the transform it goes back to 100% but the mesh is still at the 50% size. This is…
Hello everyone, I have been painting a character of mine and after creating a base layer i wanted to make some changes to the base mesh before i continued. I made my changes in 3dsmax, then imported it in SP1. Before i did this i created smart materials of every material i had created so i could transfer the painting i had…
Hi folks I am rigging a character for UDK and yesterday having 3/4 of the rig done I realized I messed up and it wont work,so learning twice and redoing it. So maya skin weights question. Can I transfer skin weights from my old model/rig to new? I exported them onto uv maps, no vertices have changed, just bone names and…
Hello, Before I set out on a quest to create some next-gen game art using ZBrush, I wanted to ask a quick question. I understand how normal map project works from a hi-resolution piece of geometry (without UVs) to a low resolution piece of geometry (with UVs) but I was wondering if the same concept is applied for…