ya i fucking hate the blender method of hard normals, it's completely incompatible with content that is smoothed correctly coming out of maya into blender, unless i spilt them first, than i would have to deal with a double verts and shit. really don't get why they cant just implement it like other packages do so. It could…
Thanks for your comments ! I am actually working on the montage. Here is the last WIP before the final render today. https://vimeo.com/115005986 I changed a few things on my animation during the last 2 days : - Modified poses to make them more dynamic - Scaled up the drill when the character is in the air - Changed the way…
Box mapping has its uses, but is more of a hindrance more often than not. Sometimes it makes a good starting point. A better way of doing it is to add a unwrap UVW modifer to your building. when in your unwrap UVW Modifier, select the faces you want to be on one plane of the box, in your map parameters roll out, select the…
Really Powerful tool! Thanks renderhjs I met the same issue with smer. Install failed on my windows xp with Chinese lang. I found the problem is the "degree" character in this part:messagebox "You dont have smoothing groups on your model to split into. So it will be split with a default of 60°" maybe we use different…
Honestly I'd recommend keeping the whole gun on a single texture sheet. If you need it to be high resolution then bake it out at 4096 * 4096 - if this is for games in particular then I think anything higher might be unnecessary? When you bake the Ambient Occlusion/Shadow map for the Larger main body sub-object add all…
I don't think they've changed much to the Retopo tools since '23. There are a ton of other new things since then, like Boolean revamp as a modifier, etc. They do make it pretty easy to see what's new. Retopo has a ton of controls and handled hard edges well. If you just mash a button of course it's not going to resolve…
That's a great list! May I add a few points (mostly CAD specific since that's where I meet explicit normals the most)? * The Collapse utility can be used to attach multiple meshes while keeping explicit normals. It's the fastest option as of now but doesn't support multiple material IDs. * The most reliable way to keep…
That stack does look particularly crazy. It would probably have been fine if you'd collapsed up to that first Edit Poly, all down into an Editable Poly. Doing a Line followed by a Surface modifier (which are always pretty fiddly anyway and can evaluate differently even if the tiniest thing changes), then two separate Edit…
thought'd i'd share your post from facebook. Here is the LONG list if what happened between 3dsMax 2018 - 2019 Rendering Advanced Wood OSLMap Out of the box works in any renderer supporting the classic 3ds max shader API (Scanline, vRay, Corona etc.). It also means it works outside of renderers, anywhere in 3ds max where a…