In 3dsMax, I start with a block out. Then I model the high poly. For the low poly, I start by copying and pasting the high poly, removing the turbosmooth modifier, and applying a push modifier to shrink it back down to size of the smoothed high poly. I remove all of the control loops using the ctrl+backspace shortcut and…
Yes but if your reference node is gone , usually the reference gets converted to a independent node as well - no more referencing. You could perhaps recreate the scenario where you create a copy of your result node, remove all modifiers and changes to its transform and then start over. But to make things easier you can…
I would love having an external bake integrated with 3dsmax or maya. Froyo's froxnormal does this very well, you don't even have to leave maya to bake something. It would be cool and even faster to have an integration with max and maybe store settings inside a modifier above Projection (for cage creation), or one-click…
I'm pretty sure that once you apply the Xform modifier it clears the data and its not coming back even if you remove the modifier... It won't come back if you try and "undo" the reset Xform. I suspect you used Max's Mirror tool like you would on geometry? If so that's the wrong tool to use on bones. Bones have a special…
I quite interested to know about this topic for some times but haven't post it in here for some unknown reason, thanks Rock Bottom for bringing this up and for Prophecies and Vig for the answers. Quick question; how would you normally do this triangulation in Max? I tried the Tessellate modifier in Max but it's just looks…
You can add them if the animations exist, but you will have to adjust the mesh skin / phsique modifier and also key frame the new bones to existings animations. Also don't forget to link the bones up correctly to the existing rig otherwise the modifiers won't recognise them and you'll have a hissy fit like I do. Gluck Show…
Hey there deohboeh, thanks. :) Concerning the weapon, I was actually thinking both, and used a similar concept (in a very different way) in the second one. The second concept is the one I think I'm going to try and develop most immediately. I wanted to think of a vehicle that might actually stand some sort of chance in a…
I normally use a single turbosmooth modifier, instanced around on all of my geometry, so I can quickly make global changes to the smoothing if I need to do so. However, when I start hitting several hundred objects in a scene, I get massive performance hits. Would not instancing the modifier give me better performance? My…
Enabling "Smooth to Adjacent" in 3DS Max 2016's Chamfer modifier gives you perfect face weighted normals (1), however, adding any modifier on top or exporting to fbx breaks it and smooths only the chamfers (2). Collapsing the stack smooths the whole object (3). Has anyone found a solution for this? Using a plugin is fine…
I'm working in my DataChannel Sample Pack 3. I need some user case for this. Something like this in other thread. "How can I edit an object?s vertex colors based on its position?" DataChannel modifier can not generate new faces. But, it can modify a lot of existing sub-object data. If you post questiojn here, I'll try to…