Hey guys, Ive been researching this for a few hours and have not found a solution yet, so Im turning to the awesome knowledge of the community at large. My snaps in max 2012 are broke. Now, I know they dramatically changed the way snap works in 2011, and I understand how the new system works... Been using it without issue…
Man I cannot figure this out. When I go to start a new animatiob on frame 80 and freeze my transform my rig flips upsidedown and when I flip it right side up it inverts all of my previous key frames. The most recent thing I did was add the main controller at the bottom but i immediately froze that transform. I have all of…
Hello everyone, as you can see I'm new to this forum. I'm also pretty new at modelling. I'm currently learning about UVW Unwrapping more advanced things and I'm having some trouble. I'm following this tutorial: http://waylon-art.com/uvw_tutorial/uvwtut_07.html . I basically added a UVW Unwrap modifier and made some…
I'm in complete agreement with everything you said! My professor also pointed out that the readability is not great and I'm definitely gonna do some work to fix that up. It's good to know that the railings are not reading well, I like them conceptually but I may need to give them more attention if I want them to read well…
I hope someone here can help as the issue I have is a game breaker. :( I've been working on a racing game in Unity, where the tracks are smooth with hills and banked corners, nothing too out of the ordinary. I'm modeling the tracks in 3DS Max using the lofting technique & I'm very happy with the visual results. However,…
@zombie420 I think there may be an easier way to achieve what you want without having to modify your shading network. In the Maya preferences, under Modeling, you can change maya's polygon tangent space to be right handed or left handed. I believe that translates into Y down and Y up respectively. Unless Stingray doesn't…