Hi all, After reading, watching and searching on Zbrush workflow I am facing the point of decision making on the subject of workflow when using Zbrush and Max together. I am going to prefer making low poly with enough details than importing to Zbrush for more stuff to get Normals and other maps. I dont want to end up…
In 3ds Max Open "Render Setup" [F10] Panel "Common", rollout "Assign Renderer", set "mental ray Renderer" Open "Material Editor" [m] Select a square material slot Select a new material type by pressing the button on the right of the material name, the default is "Standard" In the Material/Map Browser Dialog GroupBox…
So if you make a cube in 3dsmax (for instance), it will auto-assign 6 mat IDs. Apply a 6 mat, multi mat and Goz/Goz. It appears to work. However, ZBrush is just using the vertex order which happens to match the ID order. If you now swap two IDs (on the cube/mesh NOT the multi mat) and GoZ/Goz; then the error manifests…
Montreal, QC, Canada November 8, 2004 -- Jim Jagger has released a new version of his popular tools for Discreet's latest release of 3D Studio Max 7. JJTools are free tools for artists using 3D Studio Max. JJToolsV7 are available immediately at http://www.jimjagger.com/JAssets/JTools/JJToolsV7.zip Most of the scripts are…
Depending on the Max version, there should be a MCG operator available as simple modifier ( UV as HSL gradient ). This is from Max 2017 and up i think. Be sure to enable "generate mapping coordinates" in the spline primitive and enable VTX color display in the viewport. If you want to render the spline, simply apply a…
hmm I'm not sure there is such a thing as cheat list for Max. I think they left it open mostly, although there are a few command that you can find which really sucks. I just mapped all the commands I use the most to epoly, emesh, etc. A turns on angle snap S turns on 3D snap Epoly commands I have mapped Cut =alt c Target…
If you notice in that tutorial, he is complaining about Max's RTT not working with alphas either, and he is using an orthographic camera pointing downwards to render the grass. This thread may help you, still talks about Max, but I have applied the same principles to Maya.…
It occurred to me that while watching Racer445's latest texture tutorial, I tend to fly blind when constructing my specmap as opposed to exporting it to 3d max where i can preview the changes quickly. In an ideal world i'd cut out the middle man and just go Photoshop to unreal, but since having both open eats up a good…
Make sure that in Max the order of materials in the sub object mat is not changed. So it must be 1 2 3 4 etc, and not 1 4 3 2 etc. as Unreal won't handle that well. Go over all names in Max, make sure the names of maps and slots are unique. If duplicate maps and materials between materials in Max they can end up having the…
Working with Max again for a bit on a pre-rendered cutscene (damn its hard to go back). We're doing seperate passes for geometry and a big particle dust cloud and are having much trouble with getting alpha maps to work in conjunction with the Matte/Shadow. I've tried all sorts of odd combinations of blend and composite…