Hello.. Mudbox is starting to get me down :( I keep getting these splits and overlaps around some vertexes as though there are overlapping vertexes with different attached faces... (see attached) Please help me, I'm about this give up, I can't find a solution :( I'm not having a lot of luck. I'm also trying to find a…
Hey guys, hoping someone can help me out here. I just took a look at Maxscript today for the first time because I wanted to speed up a certain task I'v ebeen doing. I got what I wanted, but then realized it only works for object selections, not seperate vertexs like I want. Here's my script: As you can see, I'm trying to…
Hi guys, I'm trying to blend in some objects in a terrain mesh, and i'm using the worldspace normal of said mesh as a texture, which I'm mapping in worldspace as well. Looking from the +Z and + X angles everything seems ok-ish, but on the negative side it all becomes black. Whereas I plug in the world space normal node…
Hey guys. After working for sometime in UE4 I now wonder if some of it's features are exist in Max. Since I have no expirience in scripting (I plan to learn it soon) I hope someone already made it before. 1. Snap object to the floor. I found this script http://www.scriptspot.com/3ds-max/scripts/move-to-surface which is…
So with vertex normals, when you try to shade a simple cone, you have to use a lot of geometry or a normal map. Because if you try to use just 1 vertex on top, the back side will not shade correctly. And if you use quads with a flat cylinder top, you get these hard smoothing edges from the tris. I know the simplest…
BLOCK-OUT CASE STUDY - GUNDAM MECHA I'm including a case study in this thread to demonstrate my approach to the block-out process, before applying it to the Skell. Feel free to critique, since it's meant to be practice with a stage in the pipeline which I'm not used to. Should hopefully be fairly short and sweet. It's…
Your assets look okay but need a bit more character, don't be afraid to leave 90 degree land, thicks and thins to add character/style. For low poly work it's too expensive for textures, your not getting the benefit of having all unique UV space (which looks like what you've got going on). I'd invest some time on something…
In Maya 2009 at least, when an object is set to Live, you can snap things to it. So if you set your arm to be Live, you should be able to snap the vertices of whatever object you want to conform to it to the arm. You could use a wire deformer in place of blendshapes to pull the tab away. One for basic control, or more for…
Alright, I changed the title. It is officially no longer in scotland. Its just an old home on a hill somewhere in europe. The purpose of this piece is just to create a pretty picture, not do anything location accurate. -Edit, I tried to change the title and it didnt let me :P- tda, I think you might be right. Previously…
EDIT: I actually posted this message long ago, it just needed to be verified for some reason (probably cos of the link) so now it's way late and I look like an idiot. :) To avoid having to do the material twice with a Shell material, OSL based shader networks in newer Max versions are supposed to work in both viewport and…