Think of your collection of objects as one big unconnected object. In fact, if you're in max just attach all the objects together as one edit poly, (or mesh), then unwrap them all into a single UV sheet. Once your unwrapping is done, apply another edit poly or mesh modifier. Each piece will be its own element. Select each…
Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Glow, and click the (>) arrow button. (that's from the Help file) In the options tab, turn on Object ID. The Object ID (G-Buffer) can be defined when you right-click any object and select Properties…
Sorry, I'm new at this and I have ran into the same problem, but reversing normals on the target doesn't solve it for me. Any suggestions? I have a group of identical meshes (eg: screws, low poly) in different position and rotations. I deleted them all except one to create the UV. I brought back two of those many screws,…
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Stuggling with this actually. Max can handle objects with the same name so i dont get why goz doesnt snapshot your object before exporting, and keep intact your original model (or even add a name suffix). Also if you have several project with same objects name, goz gets confused between objects and you have to clean the…
what scale is your object? in units? I've had problems like this when I've tried baking a mesh which is smaller than 1 unit. This can sometimes happen if you're exporting a FBX with scale settings that mean that your object is smaller than 1. EG: 1 unit = 1 meter - this can mean a small object like a basketball can be 0.3…
To trouble shoot: - You need both objects to be visible - Select the object that you want to receive the bake and select the UV map you want to use - Do NOT have UVs on the source object or, at least, change it's UV map name to something other than what the target object is using - If the rounded edges bake out low res or…
Hi guys, I put together a fast script that should do the trick, it should be like the migNormalTools "Fillet Outside". The script works on Editable Poly Objects only, and it must be the active object in the stack. If not present, the script adds an Edit Normals Modifier right above the base object. Just go into Face…
hi sama, here's what I would do: 1. create a dummy object you want to use as your light icon 2. create your light, and assign a point constraint to it from the object (select object, then light)- you might also want an orient constraint for rotation 3. go to the viewport menu 'show' and uncheck lights now you should be…
If the seam isn't on center, flatten then enter zero in the x axis of the numeric edit panel (if it isn't already). If the object isn't on center, use manipulator edit mode ('m') and the numeric panel to center and reorient the object first, then make sure the seam is also centered. I'll do this usually if I was editing an…