Ok, I just have one quick question about this.... He says "In 3DsMax (similar in Maya and others) add a new Unwrap UVW modifier" Does that mean, add one to what you already have there? Or just have one, with the channels set to 2?
More then likely the UV pieces need to be flipped. If you're using 3dsmax go into the UVEditor window, select face mode, click Select > Select Inverted Faces. Flip anything it highlights. If you used the mirror tool it inverts your UV's and they always need to be flipped.
In 3dsmax you want to use a link constraint. It lets one object be parented to the world on one frame and other objects at other frames. You set frames and parent objects in the motion panel. In Maya its called a Parent Constraint, same functionality same purpose.
I was modelling a gun for the weapons challenge (which I didn't complete) and wondered, this viewport renderer is shit. All I can see a stupid fuzz picture. Is there a way to improve the quality? In the realtime viewport that is, if there isn't, there should be. 3dsmax 9 user. Cheers. This forum rocks.
there are some sccripts at scriptspot (3dsmax) that do that, maybe with some scripting expierence you can transfer some of that structure to mel. For example I had a uv-script written in mel which I never saw before and was able to learn and transfer some of the concepts of that script.
Plugins and whatnot can really crash Maya. Otherwise, it is far more stable than 3dsmax (6, 7, or 8) for me. The exception is the Direct X exporter plugin. I couldn't press Ctrl+Shift for a month because Maya would freeze every time.
You should also check out the recently added Retopology Tools, it's really nice. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/3DSMax-Retopology/files/GUID-57B77A00-5300-47CB-99E1-22B9C536B060-html.html
In 3dsmax, I havea surface I split into two bprdering parts to change the material type, mostly to change color more easily , but when I detach the normal maps get reoriented and instead I would like to preserve the normals in the same direction and united as it was a single mesh object, is it possible somehow?
I have a problem with 3Ds Max 2020 where as the model will start to Zfight whenever I inset a face or when I resize the face that is inset. See video for explanation. Video here: https://www.reddit.com/r/3dsmax/comments/flvuxj/zfighting_in_3ds_max_2020_on_inset_face_and_when/ Is this intended behaviour?
In 3dsmax, u can right click any node that corresponds to a texture or group of textures e.g composite map or color correction node and render map in the material editor, is this possible in Blender 2.8 or 2.79 in the shader editor in any way? or only the bake option using cycles?