For handplane 3dsmax output we calculate normals and tangents to match 3dsmax. We do this for our target engines when possible so that a maya or blender user will generate the exact same normal map as 3dsmax user. My understanding is that marmoset imports normals from the model file and calculates tangents to match the…
I would suggest Tim Bergholz , you can buy his tutorial off gumraod, iv completed it and it gives a great 3dsmax and substance painter workflow. https://gumroad.com/timb .
Hello my friends anybody has a solution? i have exported as an alembic and it works perfectly with 3dmax and render with vray one problem here is i can not change the root and the tip of hair individually any better idea?
Ehi Man, lots of questions XD Here we go: 1. As MrOneTwo wildly guessed :poly122:, this was rendered inside 3dmax with vray 2. Yep, the etching was done with a 2D mask used as displacement 3. Nope, the leather has just a normal map applied on it 4. The leather grip was done with 3dsmax cloth, simulating a plane rolling…
Simply put, tangents and binormals are the tangent space calculations, a gizmo (or swizzle) of three vectors per each vertex that encodes and decodes (at baking time and rendering time) the normal map gradients taking into account the vertex shading, vertex normals, and UV coordinates. Each program calculates this…
I got the same problem importing a FBX from Maya... Reason was about Uv set : some of polygons from my object was not attached to the second Uv set I created in Maya... Object was the result of a combine with multiple objects and some with a 2nd Uvs set and some without... ... and it will create the same error in 3dsmax…
hi guys i am wondering if it exits any tutorials about character modeling for 3dmax would really appreciate if someone could lend me a name on some tutorials :)
Yes that is ShaderFX in 3dsMax. :) It runs inside the DX Material. So you can switch your DX Material over to use either a text file, like before, or enable ShaderFX and open its node editor. Most features work in both Maya/Maya LT and 3dsMax. (most nodes like reflection, normal maps, vertex colors etc) You can also load…
Thanks throttlekitty. I don't use Maya unfortunately. I forgot to mention it earlier but I think I can guess how the set up is done. Any chance for a 3dmax set up? Especially how to clamp it to 0 to 1. I will try to see how I can do this in 3dsmax or Blender. The problem is the nodes type to multiply, subtract and clamp…