Hi everybody! There is one thing I wonder about which is very important to me right now. I would appreciate if somebody could help me. I have done a model in 3d studio max. It is just sculptered and has a standard blinn material with some glossiness applyied to it. It has no texture. The model is not just one object but is…
Hello everyone, there must be a way to do this in maya! I have files with came with objects attached to the existing rig, I will be replacing some objects and if I could view all the joints of a specific object it would save me a ton of time! Thank you very much.
Hi All Anyone know if its possible to combine poly objects in Maya (2013) but keep the original objects naming, instead of replacing it with a new one. For example and objected called "table1" combined with "legs1" becomes "Polysurface937434343". Any way of keeping it to say "table1" for example. Thanks
Hi, Is there a way to backface cull on specific object? Currently, when you enable the backface culling, all the objects are affected. I am modelling several rooms at the moment and I only want the walls to be culled and not the props. I checked the Drawing Overrides and Object Display on the Shape Node but there seems to…
I am finally working on my first 3D game with 3D models and I was wondering if I should put multiple objects UVs on the same texture or should I create a separate texture for each object. For example: If I have several objects for debris: planks of wood, bricks, canisters, crates, etc... should I try to squeeze all of…
Does it work in 3d max at all? For years already I use Blender decimate modifier for distant LODs. It can work for certain set of vertexes only, keeps UV and even normas mostly until its almost nothing left at least. So you just put a few of them for different parts of your model. Works like a charm in a word. Today I…
has something to do how the realtime rendering works. max draws each object seperatly - so if you have like a gazillion objects it has to draw a gazillion times... if you combine these to a few objects like 20 or so - it only has to draw 20times, which is way faster. so max can easily push decent amounts of polygons but…
Eh all, Is there a way in Maya 2014 to link the uv's to an object so that when oyu scale it up or down, the uv's scale with it? For example you duplicate a rock about a dozen times to spread around a scene, but because the uv's are linked to the object scale, you can scale the rocks uniquely and keep the same texel density…
I found several Max scripts that seperate all elements to objects but none of those keep the mesh normals. The only workflow that keeps the normals seems to be this: -Clone the whole object -Edit mesh, delete everything but one of the elements -Repeat This is for Destructible chunks that I need to import in UE4 seperated…
3dsmax2015 will have a new and improved select and place but the older versions have object paint which is more like object scatter, because it isn't really all that precise and doesn't let you control the rotation of each object that gets painted, you have to come back to the painted objects and adjust their rotation. It…