Hi folks, Wondering if someone could shed some light on vertex color painting. I've followed a couple tutorials, looked a the 3Ds max docs and generally tinkered with the Vertex paint modifier. Seems I cannot paint the colors on my mesh vertices, only the fill and erase tools work.…
Ive been having an issue where turning vertex colors on ontop of my hair shader results in this weird rainbow pattern across the whole mesh. My goal is to use vertex colors to bake in ambient occlusion into my hair mesh. There are no other colors assigned to the vertices exept black and whit and i have no idea why this is…
Push Pro is a modifier for 3ds Max that pushes vertices outwards or inwards while preventing self-intersections from occurring unlike the standard Push which produces a lot of self-intersections. Surface details are also preserved very well.https://www.youtube.com/watch?v=OfE-SVHkg3A Get it from…
I'm using the Skin modifier and it is working fine except for one part. The vertices from the neck seem to flip the mesh in 180 degrees when I rotate the model backwards (even with the smallest angle possible). The strange thing is that it doesn't happen when I rotate forward. Anyone know what can it be? Thanks in advance!
Hi fellow polycounters! I wanted to share my latest work with you. It is a highpoly version of a Warhammer 40K Valkyrie. The Valkyrie is a Vertical Takeoff and Landing (VTOL) airborne assault carrier used primarily by the Imperial Guard as both a gunship and a transport for airborne combat regiments. Realtime model may…
While I was modelling an anvil, I noticed a slight problem on the model as you can see below(labeled 'gay' ). The only thing I did differently this time from the rest of my models is that I welded the vertices in the UVW of two different sides of an object that were to have the same texture instead of just overlapping…
This depends on the amount of bones or the amount of affected vertices in the morph. Also do you mean processing-, memory- or man-hour-expensive? To compare both you would need a use case where you have one and the same end result but done twice with both solutions. E.g. a facial rig
Awesome, thanks Fletch. Sounds like it should work out perfectly, I'm not on my work comp now so I'll try it tomorrow. I'm assuming once it's curved from the top view, I can collapse and run it through another WSM Path Deform for the vertical curvature? Cheers
the button and knob section on yours look "taller" than the actual reference. you have a lot of extra space between the indents, buttons and knobs. Try and remove all that extra vertical space. Pro TIP: you should always have your reference image up while you are working.
Well I only rearranged the UVs for the metal trim, and they are all aligned and straight (I'll reorganise UV space later, and I'll leave the wood for now, because thats basically finished, but when I get to doing the smaller vertical trim and the wheels I'll optimise UV space for those too :)