alright using my extremely limited scripting knowledge (copy and pasting stuff from existing scripts and using the listener) I've created this; macroscript GlobalDelete category:"Yozora" buttonText:"Global Delete" toolTip:"Global Delete" ( On Execute Do ( if (classof($.baseobject) == editable_poly) then ( if…
Hi! I'm having some trouble importing an object from 3ds max to the cryengine. I use the plugin to import it to the cryengine and then when I try and place my object it places a ball instead. Help! Have I done something silly? Is there a max polycount for a single mesh in the Cryengine?
Hello! My object is a bit rotated and I use L.Sym(local symmetry) to get my details right. The details look symmetrical near the center of the mesh but when I move towards the edges of the object, the symmetry breaks. Maybe there is a magic setting for the brush to maintain the symmetry?
I'm sure there is some way around that, like locking the normal coordinates or baking per object somehow, but it might be too much trouble just for one asset. Could be worth the time if you wanted to apply that to more objects in the scene though.
Ah, you want to turn off self-shadowing while retaining the ability to cast on to other objects and receive from other objects. I don't think that's possible in Maxs viewport by default, but there might be some custom shaders out there that support it.
Now this is getting bizarre. I used the UV set editor to successfully paste the UVs from a good imported object to its corrupted counterpart. The corrupted object has UVs that can be seen in the UV texture editor but no plugged maps are displayed!
hm, I think I get it but i might need to see a screenshot or something if possible. Also, I tried importing into zbrush while with multiple objects. How do you export just one of the objects from zbrush? Is that possible?
If you are wanting to apply multiple textures onto the same object using material id's (sounds like this is what you are doing) then you need to use the Multi/Sub-Object material. Then you can assign materials to different material id's.
Here's the basis for an object I'm building for an Unreal content pack. Put together using objects sculpted in an evaluation version of Zbrush while I get used to the new tablet. Next to get the normals sorted and work on the diffuse colours and effects.
Relax won't change anything, unless you have overlaps or double faces or some other pathological (to the baker) situation. Are you hiding all the faces of the low-poly object in its sub-object mode? MR requires this for proper baking.