Maya 2015 isn't showing the "For the Suite" including Maya option for using the 3dsMax interaction mode as described on their help. Any ideas? Edit: Max has the same issue: Was interested in cross training from 3ds to Maya and this might ease the transition. If it works.
Hello, at the moment i see the "Animating a chain in 3dsmax" tutorial. http://eat3d.com/free/animate_chain he makes groups in the clothmodifier? I have made the same, in 3dsmax2015, but i cant see "Groups" in the Cloth Modifier? Somebody have the same problem? Greetings Farina
First thread i start here =) This is a model i've doing in my spare time for a game called 1944 LINK: (there are some mirroring errors, can't get 3dsmax working well with mirrored UVWs and normal maps ) Polycount: 5200 tris. Textures: 1024*1024 Normal map
Hi I have imported in zbrush a mesh but it looks slight offseted on a side when using the simetry , resulting so in a non symetrical work with the brushes .... but in 3dsmax the mesh is centered how's that? and how I can fix? I tried reset xform but didn't work much ...
Because most of the tools I use in my workout to make planets like those : Is based on equirectangular maps , also Nasa source images are like so , I would like to find a tool or a workflow to turn dual paraboloid into rectangular, rework and then turn back to dual paraboloid. If no tools are available, which to me seems…
Ok looks like UVTiles might help me get to what I want to do , but how I do setup in 3dsmax to make it work with SPainter? https://docs.substance3d.com/spdoc/uv-tiles-197427749.html
the limit per year depends on your country. I think it's a shame that here in Eastern Europe, with 500E/month average salary, 3dsmax costs 2200E/year, while the limit is 50.000E/year. the regional pricing is whack
Hmmm, man, maybe that's what's causing it. I don't trust Zbrush for normal maps at all, are you at least using Zmapper? Try getting both meshes on 3dsmax or xNormal and see if you have different results there.
Maybe I'm using the wrong term with viewport shader, I just want to be able to see my viewport stuff with all its textures and lighting and everything as if it were in engine, but in 3dsmax, not something external like Marmoset.
Try enabling Global Supersampling. It does anti-aliasing where the highpoly overlaps itself, like in these deep creases. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-0ABE24E1-E11C-475D-A403-19A5E4119F09