important settings are buildup 100, spacing 0. you can sculpt with update plane on/off. depends on the purpose. set your direction to average normal or camera direction. that error is something i can't answer. i'm not sure if driver issue can cause errors on handling of tools.
Finally I've finished the low poly.I've just started to unwrap but Max just gave an error and I tought I should post this update.It's around 340k tris,so it's really well under my target but I think it looks good.I've posted some pics but I've updated the model on sketchfab too. I will resume unwraping but there are around…
When I try loading JIStyles_skinshader_R3.fx in Max 2009's DirectX Shader material, I get the red wireframe... C:\Program Files\Autodesk\3ds Max 2009\memory(375,14): error X3000: syntax error: unexpected token 'VertexShader' I'll email Joel, but has anyone else got it to work in Max 2009?
I did all the steps as you said guys but still I have this error ? also installed this like for update version and Still I have same error https://support.quixel.se/hc/en-us/articles/207575105-Quixel-Colors-doesn-t-update-to-the-latest-version-after-install
I did a quick test on Max and a clean inset wont produce that error. By change you got a double vertex on the top tip? cus i got that error result when i add small chamfer on the tip. Try to clean up your model and make sure no overlapping verts.
Bit of a necro-bump, but you'll need to highlight which bits are in error... with that said check overlapping UV's; nGon shapes; duplicate verts/faces; material/texture/image assignments - looking at the object, and assuming which bit seem to be in error, that kind of thing tends to happen as a result of physical issues…
In order to be an efficient programmer you have to be stubborn and never give up. YES, you are going to get errors in those 200 lines of code you just wrote and NO, you are not getting the exact line number. There is a lot of trial and error, imagination and patience involved in programming, not just syntax and writing…
First assumption, it might be a triangulation issue. You should always triangulate upon exporting because different softwares tends to understand polygons differently and they tend to triangulate differently which directly affects your baked normal. You should show the error, or try this and see if it helps. If it doesn't,…
Hello, I'm already asking about this error on UE forum but still wondering there is another way to fix this error "Object has degenerate tangent bases which will result in incorrect shading" or need still make UV for your model for avoid it and could someone explaine what it means Degenerate Tangets
hey dude some nice work i think my main comments would be that there are clipping errors with the curtains, the supports for the over head storage look a bit thin in places and also there are some shading errors on the side of the seats but is looking nice could we see some reference images also?