Version 1.08 is available. Changelog: "Project on Work Plane" now is called "Allign Selection to Work PLane". Its will allow you to align the selected objects to work plane or to make them parallel(the objects Z axis will point in the same direction as the work plane Z axis, but the objects will sta in place).
It's hard to say without the files. Don't you have a .mtl that comes with your .obj ? Maybe you got an option in pix4d to generate it ? Maybe max doesn't find the texture path, or simply the textures are there but not shown in the viewport. Do you have multiple materials in max ? Do they link to texture files ?
Thanks for comment :) but... blitzs have small legs and big big hands, so... in this position scale is good. Ofc i saw this gold colour on hands, but its IRON blitz, so he should be similar but not the same :) I will be working on this blitzcrank yet, so i'll try to change sth :D
Here's our match from today, my original design didn't work so I only had 2 minutes to throw my bot together. We're probably going to do a custom arena for MTL as well as some special "competition" tubs and player models (or maybe just skins)
I'll take 1000 jokers over 100 Borats or 10 Austin Powers. At least there aren't horrible impersonations that go along with the Joker. Wait like 5-10 years then do a costume from something that was popular then. Like the SNL cheerleader costumes (Will Ferrell and Cheri Oteri) would be a riot now.
Thanks guys! I'm pretty sure the shaders work in every 3ds Max version from 9+. They are simple Mental Ray materials, nothing more. Just open the material editor, click on Get Material, choose Browse From: Mtl Library and Open... the .mat file. You'll find the materials there :)
Mop I think it is simply a matter of pressing the b key in the UV editor. It brings in a red circle brush behaving just like Maya paint tools. Funny how this was here for ages, way before soft sel was implemented for polygons! Might not be exactly what you are looking for but it's handy nonetheless...
You could generate something similar to these sorts of patterns procedurally. Andrei Zelenco is the master at doing this in substance designer - you can see some examples on his artstation here: https://www.artstation.com/artwork/g2oq8Q you could also look into doing it in houdini. Using something similar to this:…
y, the price is quite an argument. but my statement was related to the content. I saw a video of one guy who used quite many bool operations and it seemed that no n-gon clean up is needed. but i cant get it how sth like this shall work fine with a reduced lp in a game
Next Wip is here! There is less left...Stil have to render some parts of metal and one of the gloves >.< I´m not totally satisfied with the leather texture and I don´t know what to do...I have never renderer that kind of material @_@ Any advice? Thank u again people!^^