Made a minor update to this too, now instead of just exporting the selected meshes, or the whole scene, there is the option to work with batch export from a list. I implemented in a way that the selection for the batch export is stored in the scene file and persistent between sessions.
Now it remembers the selection, in the other videos I was using a older version in which there was a bug with the selection. In the the last video I accidentally deselected the object but as you can see at 4:12 on my second re-import it works just fine.
There's a lot of great things you can do with ctrl and shift clicking in max, experiment! :P For example, in edge mode, select and edge, then click Loop. Ctrl click on polygon or vertex mode, and it will select all polygons or verts along that loop.
did u select the highpoly ? if its more than one object, you need to create a group with all parts, and select the group.. i think it would be easier if u posted a screenshot or something, wer all fumblin in the dark here
Make sure they aren't flipped first? Select menu > Select Inverted, flip them, then relax. Oh yeah, it's a software-architecture issue, but keeping it open basically allows a community to create/share a great wealth of tools. Just like with Mel.
This is with lo and hi poly together (lo in pink): here with the cage: and here is that section in the baked normal map: To me it looks like the protruding low poly is getting baked too. When setting up the projection, I select PICK and select only high poly objects. Any thoughts?
This simple script allows you to select existing verts and create a tube primitive that is still live and editable. This works in 3 simple steps: Select verts in order, run script, and right click in the viewport. http://pushingpoints.com/v2/2015/08/21/new-modo-script-make-active-tube/
So Im curious if this is possible but essentially what I want to do. Is lets say for a model that I have in 3ds max or Maya that is UV unwrapped I would like to. Select certain faces then fill those selected faces with a color. Then that color will appear as a diffuse on the unwrapped object. Is this possible?
Been working fin up to know, but suddenly when I select a vertex now the move tool is at an odd angle, each vertex seams to have its own weird angle and if I select multiple vertices and move them they all go in different directions. Help :S
Is there a definitive selection of PBR colour swotch images/reference that people tend to use for creating PBR materials. I've managed to find one or two quite basic images that have a selection of the "most used materials" wood, metal's etc but looking to fill up my PBR references folder as much as possible. Thanks