It depends on what type of editing you did? Most of the time you're ok to move verts, but not remove then add verts. If you just moved them around you should be ok to do what Eric suggested. [Useless Max Trivia] Each vertex is given a number, the weighting info is stored by this number whenever you go back down in the…
Hm, when I dropped the lowpoly mesh into Blender to inspect the UVs unfortunately look broken: Looking at the lowpoly, I suggest: * Reduce amount of support loops, use as much as needed to get a good mesh shading. Put the saved geometry into the curvature of rounded/ cylindrical parts. The impact on the assets silhouette…
Is there any such software kicking around? I took a look at RenderMonkey, but there's no proper documentation on using the program. There's one or two tutorials that don't explain what you are actually doing (just ctrl+c ctrl+v boilerplate), and they don't go outside the scope of just rendering a specific 3D object. Been…
Edit: updated because Logic Error is embarrasing and the "then don't do that" fix was getting old. version 2.0.5 download <-- multiple bug fixes: the userSetup.mel code to re-establish shelfButton popUp menus failed if the tablayout was not visible. ( the `lsUI` control search would fail ) multiple fixes for multiple…
I'm fairly happy with the character now, please let me know what you think, in the mean time I'll be thinking up a playground for it so I can test the gameplay mechanics and how the animations look in the games environment. EDIT EDIT: I've done rigging before but not much animation, the crits are much appreciated, I…
https://www.artstation.com/artwork/optimus-transformations-wip2 http://www.youtube.com/watch?v=KXZpEsov2Ls So I made a thing and was wondering about animations like this as this is my first go of it and i used dummy objects on all the objects in this scene. After viewing a few peoples animations (specifically) in maya I…
I will need to go all noobie mode on you guys! what I am doing wrong here?: - I make a 2048x2048k document in Zbrush - I frame the basic Zbrush polyPlane - I export this plane to 3DSMax - convert the editable mesh to editable poly and extrude the edges by sight (arbitrary) - I convert the model back to editable poly and…
You should not edit a baked normal map, and certainly not rotate or scale or liquify it, whatever, in photoshop. It's basically a map of 3d vectors. You just can't edit it without breaking it. So your workflow is not good. Dont bake with zbrush, use xnormal or substance painter or marmoset toolbag or handplane instead.…
If you have subdivision levels, there should be a slider under Tool: Geoemtry that you can use to step up and down them (D and Shift+D can be used as shortcuts for this). Note: If you hit D without subdivision levels then it will turn on dynamic subdivision, which is basically just a preview and not the same. Sounds like…
Well it's not maxscript, so it's not that easy. This is C++ code which needs to be compiled. You would then replace your Edit Poly Object Plugin in 3ds Max with your own compiled version. Buuuut I don't know if the SDK sample code is up to date with all the fixes that the 3ds Max Team is pushing with each update/new…