Hey all So I know this forum get's flooded with baking issues but this one is an issue I've never encountered myself and I really ran out of options right now (except for ''start from scratch''). A bit of background. I have a highpoly model existing of several meshes with turbosmooth on exploded for a clean and easy bake…
I have tried using the "Assign Vertex Colors" utility to do this, but it is not baking the diffuse map into vertex colors. Is this the right utility for the job, and I'm just not using it right? Or is it done another way? Here's the process: - Create a terrain mesh (editable mesh) - Apply a diffuse map to the mesh - Open…
Paul Graveson has a tool, that he did not publish as far as I know: Spline tool. This is not the same as objects that are repeated along the spline with the snapshot tool. These objects are bend along the curve and merged like the curve brush in Zbrush. I know you can do this manually with the world space path deform…
I have a flat plane with an inset on it, on which my eye texture sits inside of the head. To 'look around' I want to make the center polygon slide around the flat plane perfectly perpendicular (is that the word?) but the only way I know how to rig or animate anything is with bones, and bones either spin in place or hinge,…
Hello, i will be currently generating some 32 bit displacement maps from zbrush to be used with low poly models (retopologized) in 3ds max, but maybe also other 3d packages. I will need these models to work universaly not just in 3ds max. The problem here is that the default export to 32 bit exr file format from zbrush…
Ive gotten myself a mesh made to import in to xNormal and UE3. Triangles, all that jazz but the one thing thats giving me a headache is bloody smoothing groups. Using Max 9, I'm coming up with nothing on how to export smoothing groups. I've never encountered them before, so a little help would be good. I THINK I'm doing…
Hello everyone. I need of a bit of help here as I am going slowly crazy trying to find a method of matching a 2D Reference Image with the Perspective Camera in Max. I tried following these tutorials here, here and here but no luck getting things to work they way I want them. Being a new max user I may not be following it…
Hi Guys I've been poking around trying to find a method of having side by side texture painting to a 3D surface. Effectively what Zbrush does but not painting on the 3D mesh, just painting on the UV layout and having a representation view? I know there is inbuilt aspects of 3Dmax that can do such a thing, but not for the…
Hello. I am a painter and concept designer for dota 2 items and I have a partner that is a modeler (3dmax). He makes the items and unwraps them for me to paint ..however both of us are having to learn how to sculpt..now I've come a little further in skill. However I/we are looking for a smooth production and I don't mind…
I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…