It is not uv mapped. I literally just threw together the model in 10 seconds as an example of this problem. Never touched the material editor or applied any textures/maps. Imported as an FBX from 3dsmax.
K_A_S_I I did some test bakes some time ago. Very basic bake and unexploded mesh so there are plenty of errors. Here is preview from 3dsmax And here from Workbench
I dont think it's 3dsmax to blame, but precision issues in the arithmetic operations. If opacity at the edges is important, make sure you give the texture a border of full transparency with a few pixels (2-4).
I totally agree. Vigorous rig testing before animating helps a lot, but it would be infinitely more awesome if 3dsmax handled such things in a not so linear way. Looking at you skin modifier...
I'm sorry but I can't. Don't have 3dsmax here and I'm gona get a new laptop next month on which I'll install it and start working in it. Aaah, I can't wait.
go above a 6800, you'll thank yourself for spending the extra money. I have a 6800 and it's getting to that stage where it's naggingly slow. But nvidia has always been a great companion to 3dsmax.
Awesome Per. except do polycounters really have ex-girlfriends? That would infer they had girlfriends to begin with, which is hard when you spend every waking moment in front of 3dsMax
Would it be possible or usefull to make some sticky for tutorials? like a subforum per 3d tool with all tutorials ? like all tuts for 3dsmax , alltuts for photoshop etc? great tut anyway :)
Vig, you got straight to the heart of the matter heh heh crazy shit indeed. I must must be the foremost expert on 3dsmax patch modelling in the uk by now(probably the only one)
welcom this is a little wip that i'm working for fun, this is my concept from the scratch i use 3dsmax vray ps no more my request is concerning post production i'm blocked and i want some critcs and comments thank's for your patient