Hey guys, sorry to bug you all but this is getting to be a pain in the ass for me. Im talking about the black tris in the screenshots, mainly around the motif as the other areas arent mapped properly yet. For some reason depending on the view I take a render from these pop up out of nowhere and dissapear depending on the…
Hi there, i have this issue that my fibermesh guides in 3ds max are completly diffrent then my result. I had this before, if i try to make something smooth or curley looking it is always edgy or straight. this are the fibermesh guides curley this is my result... so if anyone knows what is going on there, please tell me,…
Long topic field I know. I was wondering if there is a way to use ambient occlusion to determine how much a surface can be lit? For example, if I wanted to use a falloff map that uses the light and shadow functionality; could I use and ambient occlusion map or material to determine how much light will affect the falloff…
When setting the "Out of Range Type" in the curve editor to 'loop' it'll allow an animation to loop as many times as the timeline length will allow. But, if you're storing multiple animations along the timeline the loop takes the hidden parts of the timeline into account too. Is there a way to make the Out of Range Type…
Hi, So here's the problem I want to do 1 bake and don't want to cram all of my uv's into the 0,1 space, nor do I want one massive texture sheet. I don't want to explode my mesh as I want a good AO bake : 1) My High Poly = multiple objects all assigned a material ID modifier 2.) My LowPoly = Multiple Objects(all attached)…
hai there, This afternoon I was baking textures for my object , a wall of rocks. After quit some trail and error I managed to get a good render to get a preview. Now im trying to recreate the workflow and somehow the rendered image is really bad and look nothing like it. So here is the deal. I baked my normal and AO maps…
Situation: multiple scenes imported from mulitple places, each one is a mess and has multi/sub materials assigned but not necessarily each material actually in use. Want: single multisub with all objects' [in selection, or in scene] materials consolidated, material IDs cleaned up [such that they're sequential instead of…
Hi everyone! Couple questions... What add-ons/scripts would you all suggest for character modeling? I've seen some nice things with PolyBoost, but does it work for 2012 max? The characters I want to be making would be high poly models for artistic purposes (and to learn something new to get me inspired) and not so much…
I just finished skin weighting a female charcater with long hair falling on her shoulders and face for game engine pruposes this had to be a conitguos mesh, so the hair was not a seperate mesh. It was very hard to skin to the hair bones without accidentally grabbing verts form the shoulders/back/neck/face I tried using an…
Im not a mental ray user (vray and brazil). The scanline renderer is too slow for me to use (2.5 star super sampling with about a half million polygons at 4096 resolution). I tried mental ray but the normal map's sampling looks terrible. I upped in the min/max settings and have tried switching from box to mitchell. This…