- Is it possible to change the transparency of the gizmo (the cage of a deformer such as FFD, bend, twist)? I know how to change the colour. - Is there a way to change the cage colour of meshsmooth globally? There is a colour picker box in the meshsmooth Local Control rollout, but this will change the colour for that…
I'm Using Decals to make Blob shadows for my character , but I have a problem. The decals seem to also project threw solid objects and are cast on other objects behind. ( For me that would be the ground) is there any way to stop the decal when it hits the first geometry? Here is the tutorial I followed.…
Hi guys Is it possible to import fbx's that contain a bunch of objects? I have an office scene with about 30 objects in total. I've been using unity lately and you can just import the whole lot without any errors. Is it the same for UDK?? Thanks in advance for any help. Cheers
Hey! I have two models, created in 3ds max and textured in Quixel. One of them is an object, and the other one is environment. Can I somehow, using quixel or any different program (which allow me to put objects with quixeel textures) render those two models together? Thank you!
Sometimes when I work with 3ds Max certain objects tend to dissapear briefly. This is typically happening when I move other objects in the viewport. Why is this happening? Here is a video describing the problem: [ame] http://www.youtube.com/watch?v=QUaJjL_2R84[/ame] and another one:…
What does this mean (I've done it by accident), and how do I undo it (I just need the bottom object, and not the two above it). This seems to have made the platform I'm working on uneditable, despite it being an editable poly. It also causes the object name in top right of 3DS Max to display in bold...
To me, the Lamppost is the sorest thumb that's sticking out. In terms of direction, all you needed to do was just recreate the illustration one-to-one from the concept to the texture of the lamp post. I don't feel the need to do a paintover since you essentially have the painting right there. I am not absolutely certain…
Well, lot of it is engine and hardware specific, but in general you can think of optimizing your static graphics content in 3 steps First is drawcalls, which is how many packages of data you are sending to GPU. Each new object and/or new material is a new drawcall. There is certain overhead associated to preparing and…
Ok, I just rebuilt it for the Max 6 SDK and uploaded it to my site. I also changed it so that it doesn't delete the original object by default. There is a checkbox so you can have it delete the selected object if you want it to. The revised file is on my site at the previous link: http://www.codesuppository.blogspot.com It…
A question... are you using the max2obj exporter to export an .OBJ mesh? Avoid that exporter at any cost! Is SUPER-bugged! Use the gw:OBJ exporter or, better, the xNormal's SBM exporter if possible! Are you making Reset X Form before exporting in Max? Do that ALWAYS before exporting! That's crucial! About the ray…