Quite often when I'm working in Max i'll get a problem where my insert edge loop line will flicker in an out or not appear on the surface at all. Moving the camera very far away fixes the problem and the loop appears but then I just cant see where I'm putting it anyway. The way I have been getting by for years was just…
No, I think basically los wants to select one edge out of an edge loop, hit a button, and have it chamfer (split) the whole edge loop. Personally I just have CTRL-F bound to Select Loop (and CTRL-R for Select Ring), and just hit that when I select an edge. Perfectly quick enough for my needs...
Haven't gone through these myself but Vehicle tutorial (the thumbnail's a ps2/3 car, not the one he makes for some reason): https://youtu.be/9l3mA1N8NaQ Character, exactly matches your title: https://youtu.be/t--Y6R2ba3E Guy making some rural terrain for San Andreas: https://youtu.be/sz6kBSqrJas --- Just searching youtube…
I've been trying to get my head around some max script where I have a loop and I want to create and populate some arrays within the loop. I already have an array which I can use to name. -- get all object namesAllobjects = for g in geometry collect g.name-- get base object namesfor a=1 to Allobjects.count do( s =…
Hi, at first sorry for my english if you find any error. I´m working in a character and I´m having some troubles with the normals baking in some areas.I´ve started with the high poly sculpt, followed by the retopologized low-poly. The cloth has a sewing lines wich separates the diferent parts of the pattern, and the main…
Hi guys, I wonder if anyone might know of an easy way to insert multiple edge loops into a mesh similar to the way the "Insert Edge Loop" tool allows in Maya? I am an experienced Maya user but I'm trying to pick up 3DS Max. If no such tool exists, I would be interested to know how experienced 3DS Max users go about…
Im going about the edge loop head animation idea a bit differently from most. Versus starting with a box or extruding edges and building the surface from scratch, Im using splines (too many years of Illustrator I guess). As such, the tutorials I have seen are only of limited value since they focus so much on the…
Either way works, I wouldn't shy away from ngons. I rig and skin characters all the time and ngons aren't problematic, in a lot of cases they are ideal. You do need to be mindful of how it will triangulate because that can cause issues but that is really easy to manage. Most of the time I focus on weight painting and don't…
Create a helix, decent amount of edgeloops, and then adjust the helix until it resembles the overall shape of the object you are modeling. Then, you can easily use the continuous edge loops to reduce the triangle count and flatten out the outside edge to get that flat cylinder look. I am not sure if that made sense, but…