A. Was using xNormals, baking a high poly done in zbrush, low poly made/unwrapped in max 2010. B. At the moment I've just been trying to preview it in studio max, using Buzzy's widely used directX shaders from another forum. I should note though that those nasty lines are appearing even in a standard render too, I've tried…
Im taking a chance to see if i can send you a good resolution of my sun setting but i don't think that it's gonna do it Here are the most principal setting of all lights and environnement parameters CHECK THIS OUT THANK YOU!!! So my Sun parameters are : Target Spot Casting Shadow with mental ray Shadow Map A Multiplier of…
What do you mean by "directly import" them? The workflow would be the same as any other asset in Max - you create a material and assign the textures to the respective inputs. The current version of Bridge is somewhat limited in this regard, so your best bet is simply to visit the extracted folder (Double-click on the asset…
I'm actually using RTT effectively in Max 2018, albeit with V-Ray instead. Working pretty well, considering. If you're baking normal maps, better to use newer tech, like Marmoset or Knald or Substance Painter. Be aware though, as far as i know none of them bake transparency properly. They just render overlapping…
on my laptop. doing some character animation with the low max rig. at 55% cpu usage and 33% memory usage i am only getting 10 fps. help? I'm leaving to work so i will check for answers tonight. using max 9 btw.
I downloaded this free model, and when I enter Edit Poly mode the Hi poly model has this low poly cage. My first thoughts were that the model has Hi & Low for normal mapping, but there's nothing in the modifier stack. My first instinct was to convert to an editable poly, but that just leaves the Hi poly. Whats going on…
I moved from milkshape to 3d max and followed an old tutorial on the polycount site. It tells me to weld but I can't find how to weld. So how do you actually weld in 3d max?
If I remember well , You can export from Editor in .obj files. So, create one simple map ( room ) , put there some static mesh and export it in .obj - and then import into 3DS MAX.
Hello, I just wanted to see what setup people generally use when modelling. So, what colours do you apply to any reference models? To objects to be modeled? UI colours? Wireframe colour? etc Feel free to share specific 'Configure Modifier Sets', 'Workspaces' or anything else, which you all find useful. I understand this is…
Well I vectorized the image in ilustrator. I may try to recreate similiar shape in in and see what I get afterwards. Hovewer, I got the best result exportig this out of AI as "dwg" file - autocad I suppose. Swordslayer, you did ajob with it. How did you manage to simplify it that much without loosing quality ? Anyway,…