Hello, due to a new client I had do move to Max 2009. I need to show directX shaders on the viewport for a few grabs but it isn't working as I was used on Max2008. I mean, i usually just put the maps on a standard Max material and turn on the hardware rendering and voil
I've finished my rigging using bones for my char. then i just realised that there's something wrong with my poly model, so i go back to editable poly modifier & fix it. But, when i try to move my bones the obj won't follow, i check the envelope & vertex weight < all is corret. but still the obj not moving when i move the…
This is making me pull my hair out. for the love of god how do i get rid of the grid lines and the noise bumps that is plaguing all my maps from xnormal. no matter what i do they won't leave. http://i.imgur.com/GRi5pSj.png
This is the first time I've tried projection mapping in 3d max to get normals. I've looked under many forums for a possible solution to my problem but haven't found anything that works. I've messed with the settings. put on SS 2.5 that did nothing etc..any suggestions would be much appreciated. I've posted some really high…
Yah, I'm mostly a texture artist and have little 3D knowledge. I can't find, for the life of me, if its possible to turn a Max model that has 3 sided polygons into 4 sided polys to be imported into Zbrush?
Hey guys im a maya user that is UVing something with a ton of shells and duplicated pieces with shells that i need to stack and then layout. i know maya has a stack UV feature but its pretty bad for a few reasons. do any of you have a experience with some software that handles this situation well?
UE4 will make it sexy as hell :poly124: Here are the first finalized bakes. I'm baking in 3dmax with triangulated meshes and so keeping tangent space synced with 3dsmax. Everything looks good, I can't tell any difference from baking in xNormal with Mikk, and since it's such a hassle to export everything to xNormal I'll…
Didn't see a help realted forum so hopefully it's ok to post here. I need some good advice on the best way to model this door out. I'm assuming splines would be the best way to get nice crisp edges and also get the detail in the beveled areas inside the purple frame but I'm not sure how to go about doing it! Any advice or…
i m looking to create a animated distortion effect that they used in games like bayonetta, devil may cry and ninja gaiden 2. like the trailing effects of the sword and shockwave when charging for a strong attack in bayonetta. I ve heard about methods like using motion blur, but thats a post effect. im looking for a more…