There is no equivalent of Edit Poly modifier in Blender. I am a long-term Max user learning 2.80 as well and unfortunately Blender's curve tools don't come anywhere close to Max's Spline tools. The great thing in Blender though is that you can work with isolated verts and edges in 3D space without connected faces. This is…
We used Max a couple years ago to make and layout all the terrain for an adver-game, worked OK. Some pics and video (bottom of the page). Terrain was made of canyons underwater, so I created a set of U-cross-sectioned canyon pieces that all tiled with one another. We made a tiled normal map of the rock wall, baked from…
https://www.youtube.com/watch?v=_sw_9ojKUYI Saw this tool comeup on yt which was originally for blender. Looks interesting that it might produce some decent results inside max. Max's non-convex packing is ok but still not as good as something like RizomUV, so having a solution for max like the above, which is also slightly…
Hi Oxynary. The way I get models to line up in zbrush is to bring in the high version first. Luanch Zmapper go under the projection tab and press the Capture current mesh button. Then leave zmapper and go under tool tab in zbrush go under import. The model should match. I stress should because I have had instances when it…
Im looking for a way to bake out an ambient shadow map but have it respect the alpha of the meshes it's baking. I know you used to be able to do this in mental ray batch bake and Max may support it with the 'complete map' However I am on Maya 2016 so mental ray is not an option, and I would prefer not to use Max. Has…
Well, obviously I'm doing something wrong... I just tried to do a simple test to prove my point and of course the maps came out identical this time! I wish I knew what caused the distortion before, because I though I did everything in the same way, but now I can't reproduce it. I'm baking the maps with xNormal. I export…
Hi all Just wondering if anyone has managed to create working normal maps with ZMapper and Max 8? I have followed all the steps 1) reset xform on low poly base model from max 2) import to ZBrush and subdivide a number of times and do the sculpting 3) enter ZMapper load in the correct config file (tried ones for max 8 and…
There is soooo many tutorials on how to get started in zbrush and not enough about how to get out of it!. THIS IS FOR A SHORT FILM<<< I have done a lizard mesh in max then imported it into zbrush. I used 6 subdivisions and added heaps of detail. now the question I have is.... how do I get this zbrush detail into max model…
Thank you :) There's some things I haven't been able to replicate from Unity. For example, in Unity you can just leave normal map unassigned and it will just use the model's normals. This isn't the case in my shader template, although there ARE two techniques - one normal mapped, and one that is NOT normal mapped - to deal…
I think the Max-terminology for it is resetting the XForm. Scales should be 1/1/1, with translation and rotation at 0/0/0 As for the textures, the planes should import with their UVs so you can just drop down to the texture sub palette and load in the appropriate image. You may need to flip either the UVs or the texture…