I am currently building a maxScript which allows people to store object into a geometry editor which allows them to again create them as if they were creating a simple primitive like a sphere with a touch of a button. The script includes image gallery for viewing objects they want to create and a category system which…
Hello! I have created this slingshot: It basically consists of the base object which is the wood, a separate object which is the "Rubber band", and a third object which is the pad that is supposed to be pulled. The slingshot is to be used in a game, from this view: I am fairly inexperienced with 3DS MAX, but I know how to…
Hey, hopefully you will see this, I finished my Uni course and wanted to carry this on as its good for my portfolio as well as me finding it highly enjoyable. Im trying to do the whole UI now. Basically what I want is this (very basic diagram :P ) - This img Basically, I want a box for the root_bone to be inserted into by…
I really don't fully understand what you're trying to do with the arms and guns either, but you can filter out limbs in the motion mixer. You can also use biped layers to reposition and reanimate pieces. You can also load .bip animations into layers so you could use mixer to filter in/out the arms, save out .bip animations…
I had trouble with this kind of stuff not long ago as well. The thing is, it only seems complicated because you haven't done it yet. Once you make a quick plan and just start testing things out, it becomes quite clear. So, you can export each thing as a separate object, and bake it. Then you get your baked maps. Then you…
Hey all, we just released another update! hyperPad 1.14 is now available in the App Store and includes some cool new features, and bug fixes! DOWNLOAD https://itunes.apple.com/app/apple-store/id886106438?pt=467885&ct=polycount&mt=8 New Features: * Color Blending options for objects: Your object colors can look different…
For the "how big your object should be" question it's easy, just make a simple box height 180cm (average normal people height) as a scale reference, then just scale up/ down depending your need based on that scale reference object. For the map size 512x512 is consider huge for object that size, you might want to reduce it…
[ QUOTE ] I like the idea, especially since frankly mudbox performs underwhelmingly at high polycounts on my shiny new machine and I'm not in much of a hurry to go back to zbrush despite the improvements. will give it a shot edit: first impressions are that its got a lot of potential but its not there yet. it seems like…
I assume thats an outdated workflow. We did that 10 years ago for games. But sometimes its needed. If they change shading during the gameplay. Or some objects are breakable. If you dont sure ask the Artist why its done that way on that Projects. But its still a thing if you work for cinematics. Offline rendering still…
The axes are exported as two separate smd files if they're two separate objects. Have you checked the output folder to see how many files are being generated? Checking the requirements page, beastmaster's axes should both be in one object (when you tab into edit mode, both of the axes should be highlighted). If they're two…