“Dorito Effect” “Sticky points” https://vimeo.com/9100555510 https://vimeo.com/315133456 Is there anyone today who uses this technique inside 3dsmax? And if it’s really used in production, it doesn’t slow down the whole scene because of the amount of calculations it has to do. someone who gives light on this subject?…
Hi there, we just released a new tool for 3dsmax that might interest some of you who does modeling and needs retopology. http://hocuspocus-studio.fr/tools/product/topologik/ https://vimeo.com/291058708 This is a more procedural and modern approach, like what you can see in Blender or other tools, with other unique…
I'm starting to model plantlife in some environments I've created and instead of placing sheets through eachother for creating the canopy of the trees I think I want to model sheets that always turn to face the camera (as to never reveal themselves as flat sheets). I know it's possible but the problem is I'm not sure how…
Well simpel question, how can i remove all my 3dsmax hotkeys? And i would rather not do it manually is there some quicker way. Or has anyone already removed all of their and saved as a hotkey layout and would like to share?
Hey everyone, I am using 3dsMax with Mental ray and I have a scene with multiples objects and a Particle Flow which has a Shape Instance. Is it possible to render only this Particle Flow with the influence of the other objects ? How ? Thank you very much !
hi my 3dsmax Render to texture window seems very slow to open, I tried it multiple times changed some setting the result still same.. anyone know what happen? thanx in advance :)
Allegorithmic has nice explanations about exporting maps and integrations for different render engines on its documentation pages. And i get nice results for 3dsmax and Vray but just wondering if i connect the height map to displacemetnt map slot and if so what sould be the adjustments?
When I was using UDK it was best to set ViewportNormalMappingType to Qualified in 3dsmax before exporting the mesh and in UDK to explicit Normals. This gave better results for Normal Maps. Is this step still needed? Or should Qualified be turned off?
Is it possible to edit seams after the flattening command in 3dsmax? I mean, delete a green edge, add another seam, etc... Or do I have to do it via stitch? In Blender I used to edit seams on the fly, even after pelting. It was so fast. I'm still confused on how to achieve a similar workflow (if that is possible) in Max.