The main idea of solution is to create second UV set where UV islands' borders are the hard edges of the mesh (via Unfold). Then we export the mesh to two OBJs with different UV sets. In max - first we process the mesh with unfolded UVs - via TexTools' "Smoothing Groups from UV" algorithm (i've ripped a part of it into…
Unity 5.3+ uses MikkTSpace and 3ds Max uses it's own calculation. Unity 5.2 and older used their own calculation as well, so you need the xNormal Unity plugin with older Unity. You should use xNormal (or other MikkTSpace baker) to bake normal maps. OR render a world space normal from 3ds Max and use HandPlane to convert to…
Hi hoping someone can give me a better method for doing this. I have 3ds Max 2019, so no Mental Ray, I want to use Render to Texture to bake the Ambient Occlusion maps for some fairly basic objects. Currently my method is to use a skylight, shadows on, set to 16 rays. This takes a really long time but produces the correct…
Maya at work, Max at home. Trendy! If I had my way, though, I'd be using Max for everything. If only I had some method of getting Maya's "Map UV Border" and "Relax UV" tools into Max...
Hey guys, I'm looking for a way to get the vertex alpha information in my meshes to show up when I do a render of them in 3DS Max. The information is displayed correctly in the engine I'm using at work, but getting it to appear in a standard Max render is proving a problem. I've tried a few methods with no luck, mainly…
Hiya guys, I've been trying to get my workflow for fly-through rendering animation down in 3ds Max and have been experimenting a lot (wasting a ton of time, mainly, but it's for a good cause ... right?!) and watching a bunch of Youtube videos. And while there are some good ones out there, they really clarify the process…
Hello, I'm attempting a small project and was wondering about setting up a convenient tool/rig for adding variation to a model. This is the low poly (981 polys) with the Normal Map of my Mudbox sculpt. By selecting the tops of each stone and changing the height and/or making them uneven with some rotation I can get the…
Hey hey, I'm working on a scene @ work thats roughly 40k triangle in max. There's around 10 materials in the scene, one of which is a multi-sub with about 20 other materials in side of it. Some other materials on objects are attached, but not setup in the material editor. When viewing the scene, I am getting ~2 frames per…
Hi! I did my first normal map in 3DS max, But it turns out like this when i apply it to my lowpoly. How come? Note: There were some red dots appearing when the normalmap were being created First image is from 3ds max and there you see the model(far right) getting its purple color. Second is the normalmap itself (why white…
+1 to Glynn with exception to the AO maps. MR does very nice AO. it may take a little longer but you get much finer control over the final map. With MR's ambient occlusion you can set a maximum distance value which essentially lets you control the distance at which a ray hit wont cause occlusion. this is great when using…