If you select all of your UV islands and then enter this into the mel box it will automatically scale all your island to the same pixel density: unfold -i 0 -ss 8 -gb 0 -gmb 0.5 -pub 0 -ps 0 -oa 0 -us on -s 0.2;
I've heard some people say they go into the EPoly for the lowpoly mesh, and select all faces and do Hide... I can't believe this is the only solution. I'm pretty sure I never ran into this problem before... then again I didn't bake with Mental Ray very often.
You can crease in Max by selecting your edges and ramping up the Crease value located under the Edit Edges section of Edge component mode. One thing I don't like about creasing in Max is there's no default feedback (like Maya has) that shows an edge is creased.
I have updated the Plugin with another script! - Random Color: this script was requested by someone on the ZBC fourms. It will assign a random color to each of your subtools. This is useful when rendering a flat color pass so you can easily select your subtools when compositing. DOWNLOAD!
Ah, nevermind, I fixed it. Googled the warning message and it turns out I needed to compress the animation by going to the Animation Compression tab in the Animset Editor window, selecting Least Destructive compression algorithm, and applying it to the set. Thanks again for your help! Silly and relieving that it was such a…
Switch to the eyes subtool, select your material and with the M option (or Mrgb) go to color>fill object. This will assign the material (and colour if you are using Mrgb). When you go back to your main bust model and choose a material, the eyes should stay with the material you chose
Hmm, I haven't used HL2 tools before, but from your last post, it sounds like you're rigging the collision mesh to the bones using Skin/Physique modifier? Have you tried just using Select and Link to constrain each section of the collision mesh to the skeleton?
Not sure quite what you're asking.... Red channel is the X and Green Channel is the Y... if you need to flip one or both of those, put your map in photo, goto your channels tab, select the R or G channels, and hit ctrl+I to invert them. That help?
Doing everything in Bone Tools. First click near the belly button, then clicked at the femur top, then knee, heel, toe. Mirrored this. I guess I should be creating the pelvis/sacrum bone first? Then select this and Create Bones to start chain for the hip/femur/tibia/heel/toe?
Do you want an actual biped head If you want just a biped head, you can create a biped, select the head and go Main Menu > Tools > Snapshot Or tutorials on making human heads? Tutorials: http://lmgtfy.com/?q=3ds+max+head+modeling+tutorial