The trial version I used is limited to 50k, I've heard that's going up to 65k in the 2015 version, but I'm not 100% sure. I can't speak for character artists but low poly props and environment assets rarely even approach this. For high poly meshes, there are a few workarounds: - You can smooth your mesh in another program,…
Hey man, I can give you some advice here I guess. Don't get scared/confused by these complicated sounding articles that try to explain the vertex-pixel shader pipeline in a lot of detail. They might make it sound like it's all about this complicated big system and how it ties into the graphics hardware. That stuff is…
Max's relax algorithm is about the same as Headus which is about the same as Maya's. What problems do you run into with Max's relax? How is Headus's relax algorithm better? Do you have some examples? Except you have to export as .obj, open another app and then export it from headus and import it back into your main app.…
Hello skodone i tried using different ray distances, both in frontal and rear but the normal hasnt changed a bit. Or am i only allowed to change on setting for example on rear 0.5 and on front 2.5? I tried it with a custom cage from maya and it worked :) I also capped off the holes in both the low and highpoly, hadnt done…
Technically, most engines will triangulate your mesh for you and the FBX exporter will too. It's usually a good idea to triangulate before exporting, so you can see any shading errors if they do pop up. But, what Ootrick was saying is that you have faces with more than 4 sides, or n-gons. N-Gons are usually bad because…
Polygon, if I understand your question you are posing then here is an example of my work flow for personal stuff and for my professional stuff. Have concept/idea, model out in Max. do I need to create a proper blockin first for UDK, usually yes, get my sizes that it needs to be etc. Then model it quickly and place into…
Scene Size: The file size would probably only be that large if everything still has it's modeling history intact. You'll want to select anything static and hit the Freeze button (lower right corner, under Edit). For anything that is weighted to a rig, you'll want to hit the FreezeM button in order to keep the envelope…
Read a few threads online about this but can't seem to wrap my head around this. Exported an object with the correct scale from Max, unit in mm. Exported into zbrush with the correct size, but the brush size is too small. Using the unify under deformation will help but messes up the scale. any way to fix this? thanks.
hey there. i'm working sometimes with meshes from games so uvw map isn't placed in the blue frame. is there a way to move the map into the blue frame with the exact position, so i can export the template? or is there a way to export the template placed outer the blue frame? thank you!
Is there a way to import Megascan decals directly into a 3DS Max scene? Also, when I export the decal via Bridge for Vray, I get the Bitmaps, however the decal doesn't have an alpha to allow me to use it within 3DS or even Photoshop. Is there an export setting in Bridge that will allow this? Cheers