Hi everyone, Let me present a very simple practical example, Modeled in 3ds Max 2025 and baked in Substance Painter 11. Low / High Normals When I do the bake I always have a problem where a light jump can be seen in the area where the seam is. I understand this is due to the normal bake; the test was done using averaged…
Hello, I have animated a vertical shutter with slats using a Path Deform modifier. Upon exporting to FBX the keyframes are lost. As seen in other threads, people found a solution by using collapseTo, to 'bake' the keyframes. Unfortunately, this doesnt seem to work. Currently the only available option (at this time) is to…
Hi everyone, Thanks for the help with SubD. This is what I learned so far, and please correct me if I'm wrong: [*]True SubD modeling requires you to start from a single SubD primitive. If you attach multiple SubD surfaces, you don't have commands to merge vertices together to close up the holes between the surfaces.…
@cheesechen12 It's looking good so far, excited to see you keeping up with it! Only thing of note I can see at this stage is that the lattice for the ruined stairs doesn't look to have the trim set up quite right. It appears to have slats running horizontal across its surface, even along the vertical beams.
Hey LD, Vert-tinting is pretty easy and very straight forward. You can even do it in the UNREAL 3 editor for even more variation. It is a little bit of an old school technique, but is still very viable for games, especially MMOs, since it is sooooo cheap. I am not familiar with 3DS MAX all that much anymore, so I very…
3Ds Max Script "Different commands stacking and auto cycling" under one hotkey? So i got an idea from one little usefull script i use (didnt make just downloaded it from somewhere). Is it possible to, in 3ds max, create a certain script, and then assign it to a shorcut (like "U" or "SHIFT+U")? This certain script would…
Nice to try a bit of editing at vertex level. Between the two halves, one can see the seam that makes the red surface appear sharp. If you want to get rid of that and smooth the final result : - select your two halves. In the ribbon modifier, tap "make unique" : no more instance. - in the ribbon modifier, tap "combine" :…
I'm going to go back to the vertical stabilizer for a min, I'm fine with you leaving the way you like if that's how you want it to look but it is technically wrong, and I think hurts the aesthetics of the plane. Here's why: The leading edge of the vertical stabalizer's job is to slice air and direct it over the control…
This looks like a problem with your normals. First thing you want to do is make sure you properly merged the vertices on your mesh. In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision.…
Boolean sometimes does this. It's a bit of an unstable and temperamental tool - sometimes it works perfectly, other times it really screws up your geometry. In this case what you could do is (if your mesh is an Editable Poly) - create a new polygon using the vertices that the boolean has created in the shape of the hole,…