this is not just a max problem but really every 3d app that supports alpha blending unless you do alpha testing (i doubt that you can tell max to do that ) which gives you some ugly hard alpha edges but sorts properly or you build you hair with actual opaque geometry ... which will inevitability give you a stylized look in…
Are you sure it is crashing in this script? Have you restarted Max? I have seen some very wrong behaviour where Max will say the problem is in a certain script where it should be in another- if nothing in my code changed, but you got rid of a bunch of other scripts, I don't think the problem is with my code... you may go…
Funny this should come up...I finally managed to get a decent working normal map from a high-poly last week! :) I am so proud of my little tire, so many other failed attempts! This is actually a tire from a bigger piece, a post-apocyliptic VW Micro van. Still have stuff to add to it, like maybe lettering and a descent spec…
I maybe just suck at mudbox in a couple of ways. I just found that I got way better results using paths in photoshop for the stitching. I could stroke the same path with a custom brush for the diffuse and the bump, making it very quick, efficient and delivering consistent results. I tried the same in mudbox with curves and…
Define "better". I think it has a lot to do with what you're doing with your mesh in the end result. Max's bakes are pretty poor, because it renders normals to display correctly in the scanline renderer, instead of realtime, so you get some pretty bad smoothing errors on a lot of objects. If you're viewing in max, XN isnt…
A brief update. I’ve been working on some supporting props, including the bay console, while continuing to refine the hover bike with additional details and adjustments. As requested, I’ve also included an image showing the connection points. A simple sketch, but you get the idea. In Unreal, I tested a rain VFX pass for…
z brush normal map baking steps 1, Ok so your finished sculpting your detail in z-brush, now you want to make you low poly model in max and you want to make it reflect the silhouette of your High poly. (I usually export a low poly version of the model from zbrush to model over with the low poly in max to get the silhouette…
I’ve started working on the hair system. I’m using the Ornatrix plugin of 3ds Max to create the groom, and exporting it as an Alembic file into UE5. Yesterday I did the eyebrows and they look okay (for now I’m concentrating on the technical process rather than a convincing groom) but I’ve run into problems with the…
I made a ScarH in Maya back in 2017 and no longer have Maya anymore due to switching to 3ds Max for modeling. I exported the low poly and highpoly back then but the low is triangulated inside 3DS Max. How would i go about removing all the diagonal triangulated lines? Is there a plugin i can buy or option in the engine to…
Hi, 1. I'm working on a large model made up of 300 individual objects (a ship). Do I have to do as some tut's suggest and attach them all together before unwrapping, or can I unwrap them individually, then attach and put them all on the same texture sheet afterwards? 2. My high poly is around 16 million polys, will that be…