Hello recently i have to make a remaping form one UV to another via 3ds max. I made it throught render to texture by diffuse channel. But i have two issues. Render Setings: Defalult Scanline Render Filter - Catmull-Rom. Global supersamping - Hammersley 1) Texture that i imported into scene have slight tint diffrence…
I keep getting this memory error while trying to bake from high poly to lowpoly, even after a full cpu restart with no other programs running. I have 2 gigs of ram, intel duo core 2.66ghz cpu. My high poly is about 3.7 million tri's, could that be the problem? In my baking settings I have active Light Tracer and Enabled…
Concept- Someone else's http://img246.imageshack.us/img246/4361/hammerfellcommonfurn2so6.png 1. 2. Wire frame 3. First color variation of the texture. I did not like it, it all blended together too much. 4. 5. Yep. I worked a lot more on the textures. I used the full 512x512, and think it looks pretty good. Comments and…
What a thrill it's been to be involved in this. I have helped these two insanely talented guys bring their original digital models in to reality. We had them printed and then I handled the molding, casting and painting. The sculpts are incredible and were a real treat to work on. We hope to bring many more original designs…
Trying to learn normal mapping and the such following along with a tutorial.. But when I apply my Normal Map, no matter the resolution, it looks like it's 256x256 in the viewport and jagged.. I tried going through the wiki and people with similar issues but so far nothing has helped me. Information to help * I'm rendering…
Hi I signed up for this forum because I can´t find an answer to my problem. I struggle with baking correct normal maps for a low poly mesh which will be imported into the game MX Simulator. The first two attached files are the low poly mesh in the 3ds max viewport. You can also see the wireframe and invisible edges. Now I…
Hi guys, I knew if I posted here I'd get a good reply so here goes.. I was wondering if there was a way to Export my maps and have (for example) AO, Roughness and metalness go into one textures RGB channels and I could call that texture "Hammer_Material" or something similar? This is common obviously and I typically do it…
I have the following issue - I get much better quality antialiasing when baking in Maya (gaussian filtering, filter size 3, 8x8 samples). I can't replicate the results inside Max (global supersampling hammersley, quality 1.0) and I assume it's due to the filter settings, it seems when rendering to texture 3dsmax disregards…
UMM HELP??! I noticed when i use Hammersley or Max 2.5 it gives me worse jaggies..???? Does anyone know what is going on with my normals?I am using max 2009. i didnt have issues previously and now this pops up sometimes I can't get the jaggies to go away but i dont know what it is.. Is there a setting somewhere I am…