I found this script, and it works find (kinda), but is there a NATIVE function in 3DS Max that does this? I am using 3DS Max 2011. http://www.scriptspot.com/3ds-max/scripts/pivot-2-edge
Hey guys! I've been struggling with some of the concepts I've learned about games. I figured it would be a good idea to ask them all at once. So here it goes: 1) Whats a decent poly/triangle count for a high and low model? I know this depends on the model but I guess I just don't understand how much a regular PC can…
Just got a e-mail from Autodesk that Max feedback got a make-over - http://area.autodesk.com/blogs/the-3ds-max-blog/3dsmaxfeedback Vote/submit here: http://forums.autodesk.com/t5/3ds-max-ideas/idb-p/164/tab/popular
A couple of months back zbrush generated a wierd, very green normal map. at the time i had never used zbrush so didnt know what to expext. since then i have never seen anything like it. today my programmer told me that was the correct normal map for direct x and that the blueish one that both photoshop, and 3d studio max…
Hello, Im making a room and am trying to do the lighting so I get a nice render. No matter what I try it's just not looking good so I obviously suck at it lol and need help. May I have some tips or tutorials on lighting to help me please.
Hello, polycount. I'm a a 3d generalist and character animator, and I'm at a point at which I finally decided to move from Max to Maya at least for character animation work. I primarily worked with CAT in max, customising it a bit if needed. I'm familiar with custom rigging as well. The main thing for me is to make…
Hey everyone, I tried to look up the issue I am having but the closest I get is field of view or aspect ratio solutions but none help solve my problem. I hope that the problem is not deeper than that but I feel like it might be. Basically I have a scene block out set up in 3ds max with a camera to "Ideally" match what the…
Ok guys....I've run into some problems, like I knew I would. Heres a few images of just the clip to help you visualize my problems. The normal map show was from ATI's renderer, but I've also used Nvidia's melody and Max 7's built in normal mapper. ATI's and Nvidia's both produced very similar results (as seen below), while…
Does anyone have a functional workflow for baking hi-res models down to game-res using render-to-texture in Max, using Mental Ray displacement maps as part of the hi-res stuff? From what I can tell, the Mental Ray renderer doesnt work properly with render to texture, and the normal Max renderer doesnt support…