Hi, I've had this problem for a long time in different versions of max. I've been trying every now and then to google it up but haven't found any results. When I clone things (shift drag), can be a face only, an element or a whole object, but when I shift drag in an orthographic viewport sometimes max offsets the object…
Is there a way to change the order/numbering of splines within an Editable Spline object in Max to get them to work properly with the CrossSection modifier after attaching other Editable Spline objects? What I'm trying to do is connect several sets of ES objects that were made with the Advanced Painter toothpaste script.…
here's some stuff i did on COH:OF.. first of all, a lieutenant model that never ended up making it into the game.. a bit frustrating really. the beginning of the project had no concept art, and even though the A.D decided upon this design, different concepts came in and the whole thing got re-done. *sigh*. then i went off…
I'm trying to created a material that can be applied to any object and have a panning rain normal wash down its surface. Basically, I'm trying to make it look like water is running over the object. A simple solution would be to simply have an additional UV map. However, in this case, I don't want to rely on that for two…
Hello. I started modeling about two weeks ago in Modo. I've watched hours of tutorials but this one thing has always confused me. How should meshes be connected? What I mean by this is if I wanted to create a game asset, say a weapon or house. Do all the objects I make need to be connected properly vertice by vertice or…
You need to set up your normal smooth angles on your low-poly model, that's a major part of why you're getting errors in your bake. EarthQuake's article goes into a lot of good depth about it, but I'll summarize real fast based on my experience with Hard-Surface game models. 1) You need to set up your face/edge normals in…
1) Make sure the objects are in the same place when you export as FBX. If they don't share the same space the high poly will fail to cast to the low poly. It looks like they are so that probably isn't your problem. Note: FBX treats the world scene origin (0 0 0) as the pivot for the objects when you export. If you have a…
I hope you realise that there's actually a difference between being paid to work - the act of effort being remunerated, and being paid to produce something - the object being produced is remunerated. There's also the issue of confusing 'object value' with 'license value'. An object, if sold, has just one value (lets ignore…
... apply a uvwmap modifier to the object from the view shown in the screenshot... then in the modifier click "view align" then click "fit"... then scale the plane (if necessary) to be the dimensions of the image (in sub-object mode with "preserve uvws" checkbox enabled ... or punch the dimensions in the plane width and…
What Pior is saying is that you got to focus on your basics first. By doing a simple object first, you will still go though the entire process like you would with a complex character. However with a simpler object you will be able to focus on the technicals better, as there is no noise of a complex model. It will give you…