With 2014, Autodesk fixed the way they apply normal maps. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-BFFFC7F4-8B39-435C-9015-A38245A3250B.htm,topicNumber=d30e499665 Here's a quick test in Max 2015. Small seam, but not a major problem, won't show in majority of cases.
prebaking (or handpainting the lightinfirmation) has been pretty standard a while ago and still make a lot of sense on weaker systems. @op: you can definitely do this in 3dsmax, in ddo you could fake a lot using objectspace normals as masks and fake directional light this way. not sure if it can bake in matcaps/cubemaps.
Ok, last word of advice. Import each mesh into 3dsmax one at a time. Make sure your highpoly and lowpolies are correct. A lot of times, I think my highpoly is correct and then i get weird baking errors. So i import them back into maya and usually, i've exported something incorrectly.
I'm new to Shader FX in Maya and 3dsmax so I'm not really skilled enough to say, and the tutorials or guides for it are woeful and completely non existent. I understand how to make a greyscale emissive map and multiply it with a colour value to make different glowing lights and such but was hoping to just have a diffuse…
Hey Jmiles ! Amazing work ! I've a question : How much time did you spend on the armor basemesh in 3dsmax? And all the details on the basemesh ( like spikes, cercles on the shouler, .. ) , after import that in Zbrush, did you keep all as separate subtools or did you merge them together? Good luck for the Retopo :-)
hi enodmi and syros. i used a cellular map and some noises in 3dsmax as a diplacment for the metals. so the metalparts of the basemesh are made highpoly and displaced all in 3dsmax. the wood basemesh was exported over to mudbox, and then sculpted. the basemeshes were also already uvmapped, so that i also loaded a midpoly…
[ QUOTE ] the checkerboard is very useful to show on the model in the viewport to see how stretchy it is, etc. I don't know how to make it default to the texture, especially because you can have one object with multiple textures. . . [/ QUOTE ] Now if the checkerboard had some indication for direction it would be useful.…
Used Angle and Area weighted normals in Maya 2014+, results are pretty good without any tinkering (compared to Unweighted anyway), but in some cases we still used some scripts to align the normals to look best, mostly on cases where you had a beveled edge with only 2 segments (like a thin polygon strip). Also used them in…
I think I might try the Level this time. I have a level design question. It looks like the process most adopt for game levels is to model props as individual models/objects and place them using the game engine editor, but I just can't seem to get into this process. I've been using 3dsmax for about 16 years, and seeing this…
Hello , just installed 3ds max 2022 and the first thing I noticed is that there is no more the open toolbar with all icons there that I used a lot like grow, shrink etc, now I have to go to a minimized toolbar click on button , then loock another button and then a menu etc ... How can I do to restore it like it was in…