those are nicer to use with the pen than the mouse imo. honestly though - your shortcut selection should be based on the work you do. eg. if you connect vertices a lot, learn where the default shortcut is and if you don't like it, change it.
Hi! You could try with a heightmap and see how far you can take it. Could displace a mesh with it and sculpt details on top. But would be good to define the texture resolution first, so you don't spend time on details that don't show up. Here is a test.
Version 2.01 Adding objects to existing Mash_Repro nodes will give you an message. Removing objects from existing Mash_Repro nodes will give you an message. Adding nodes will also prompt with a message. Click to add an Offset node Alt click to add an ID node Shift click to add a Random node. Ctrl click the Mash UI button…
In a lot of text/code editors when you select or double click a word all of its instances got highlighted. This feature exist in 3ds Max 2024, but does not exist in all previous versions of 3ds Max. The provided code will add this functionality to the lower versions of 3ds max. I am not the author of the code. All kudos…
I have heard that non-destructive modelling is nice because sometimes they might require you to change small details if you do modelling for job. Thanks a lot!
If you see faceted shading on hi res you might beveled each edge first accidentally or give each edge a crease (shift+E) or you just have subdiv modifier in "simple" mode.
What's your goal though? Why are you porting a model from Blender to Max? What format are you using to export out of Blender? FBX should be able to save the weights and import them into Max. In Max, use the Skin modifier to weight vertices to bones.…
Yo man i like it how did you get that vinyl around there...like obviously i know it's UV editing but i've just got modeling skills looking around at some of the other aspects of blender
"I could write a detailed post mortem about what I learned but I think most people wouldn't like it, because the biggest thing that I have learned is that nearly all best practices need to be binned for the solo developer. If you try to explain things like that with any nuance people just fight you so it isn't super…
Ah yeah! I can definitely tell they are auto-packed. That is fine for some things, like if you're using a bunch of tiled textures on an object, however you really need to make sure that there is space for texture bleed in-between your shells. This is for LOD creation, which are frequently automated, having space for…