This, right? Maya is easily confused when trying to select more than one face loop. Not sure why. If you are trying to select 2 adjacent face loops, you can select the edge loop between them and convert the selection to faces, which will result in both face loops being selected. If you are trying to select multiple face…
uhh didnt really like that video. what he says about millenials feels people said about every generation. but no, i dont have facebook. never had it. never missed it really. the bad greatly out weighs the good. but im pretty sure it has affected my career. my last jobs, and interviews ive been to has been forwarded to me…
Select the model, display>polgons>face normals, if the lines are too long display>polygons>normals size. This will show which direction the normal of the face is pointing, sometimes conform doesn't work properly. You can also turn off two-sided lighting in shaded view for all faces to go black if their normal is facing the…
I hope someone here can help as the issue I have is a game breaker. :( I've been working on a racing game in Unity, where the tracks are smooth with hills and banked corners, nothing too out of the ordinary. I'm modeling the tracks in 3DS Max using the lofting technique & I'm very happy with the visual results. However,…
Meh, you just need to understand what max is doing so you can work with it in a more complete way. Maya has its warts too and the problem you're hitting isn't really max specific its that you need to know a little more than what its showing you, which you can run into in any new application. 1) Working with maxs normals…
[EDIT: This problem has been solved by importing using binary .FBX rather than .ASE.] I made a fairly large and complex static model in 3ds Max with two materials and imported it into UDK. (I used a lot of Booleans, and used mirroring to symmetrize the model.) I don't see any problem with the model in 3ds Max, but when I…
Well tried the boolean method but for the life of me I couldn't get it to work. So then I tried to do a displace map, but the polycount required to get the result I wanted was to much to bare. So I ended up taking a more direct approach and thought I would share my method for others. If someone sees a way I could simplify…
Thanks everyone! :smile: This was achieved using lots of alpha cards scattered over the mesh. You could also use groom to achieve the same (and probably better) effect I used a generic skin texture and scaled it down vertically so it gave the impression of cracked and bent leather. I used it in conjunction with morph…
Hi Pior and MikeF, Thank you for your questions. :) Here I'll try to answer them the best I can. (The upcoming video tutorials from the list, may also help in answering them.) iClone5 is a real-time 3D animation tool that allows users to easily create facial and body animations in minutes. Real-time meaning that you see…
I have a somewhat crazy question. I have a model that is composed of many different sized boxes, that are meant to work as a background element. It's pictured below, with the texture omitted (since it's for work and I'd like to hide that bit of it): I basically want to optimize this mesh so that extra faces (faces that…