If nothing else here works, you could try enabling the global supersampler in your render settings. I have used this to get rid of similar weird artifacts in the past...not as bad as this though.
I work in the perspective viewport but I would slide vertices over the X, Y and Z axis separate in order to allight a vertex on an edge. But that's all in the past now with edge constraint enabled
or ctrl,- have not launched max now. Rotation snapping is global so otherwise you can also press [A] in the max Viewport to enable rotation snapping (see icon in the top menu bar).
Thanks for the complements guys! Also he is now Bluetooth Enabled! :snerk: full body final Images are emailed Moppius. If ya could have the options for With helmet = Polygrunt, without helmet = Smiley
Video game world building is an
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fashioning the fine detail that will ultimately enable the creation of truly immersive
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Yes if using RT, increasing that setting should reduce noise. If you have an Nvidia RTX card you can enable real-time denoising. It's not possible to increase Rays Per Pixel beyond 16x.
I can't enable anti-aliasing in 3ds max when I'm using the direct3d mode. It does work in opengl but not under direct3d I have a geforce 9600m gt Had someone similar experiences?
So much trouble for a box mesh... Low Poly UV layout: Mystery UV set that xnormal is baking to: "Match UVs" Enabled seems to use the correct UV islands however the bake is completely hosed: What the hell is this? :[
ok apparently they are still working on fixing it. but a work around that is to enable ray tracing under lighting section in the render settings and put in a transparent pass, and also make sure the transparent checkbox under render setting is checked
Grab the UV shell(s), to be safe do this in polygon with select element mode enabled (next to polygon button at the bottom left), press w, then type in 1 (or -1 if you want it to in the other direction) down here.