I've always used the magic wand tool the select all the white and delete it, sometimes you have to mess with edge selection by growing or feathering the selection.
Anyone knows if there's a maxscript out there that will select a ring that's the shortest distance between two edges? I tried writing it myself, but it's going over my head. Can't figure out how to select the parallel edge of an edge selection.
The problem with asset packs for a single type of texture category such as forests or mountains when buying textures from a texture library is that the indie customer may not need all the textures in the pack and may need other textures not in the pack. For indies on a limited budget, this can easily put the cost out of…
In Max 2009 (or 2010?) and above, you can select multiple objects and apply the Unwrap UVW modifer to the entire selection at once and edit the entire selection together.
need more help guys, im rigging my character very basicaly, ive weighted him and ive made some controls but havent made any conections yet, im only using fk and this is in maya 2008. now the local rotation is perfect, ive freezed transformations, given the controls all names, got the pivot points perfect so im ready to…
Thanks for the reply. Hmm, Is that a little confusing? I can see some confusion happening there, especially after watch Blair Armitage's video, at least for me, although eventually i figured it out. Its just that Blair kept selecting the masks and frequently adjusting the "reflectance" value in gloss and spec and due to…
Hi everyone, I am reading Polycount since a long while, but it’s my very first thread. :) I am struggling to have the lightmaps working properly in the 3DS Max viewport of a low poly environment I am working on. Every object of the scene has a Diffuse texture (UV set Channel 1) and a Lightmap texture (UV set Channel 2).…
Do you have the character mesh selected when you run the script? The "$" sign means to operate on the selected object, so if nothing is selected it returns "undefined".
FWIW, there's an icon on the right side of the Material Editor, four colored balls with a black pointer, "Select By Material." Selects all meshes that use the currently-selected material.