The max method should be cabable of baking texture of the model too. Just make sure you somehow keep the uvmap of the mesh. Then assign the textures to the model, and when you render, render an unlit image so it shows the texture. This will look incorrect from the view of the slicer camera but the outside voxels of the…
As far as I know you can change only vertices size. You can try to use antialliasing in Viewport Configuration. In new max versions, they have outlines around objects so there might be workaround but don't know how much is the Nitrous renderer open for any custom moddifications. Maybe through DirectX and HLSL but I think…
I dig the idea of some kind of flowing liquid. Adds lots of excuses for vertical compositional elements as well as framing. As for the monorail, I don't think I have ever seen a "fantasy" monorail, but I think it could be done. Not to say I am against it, but it would be a definite challenge to separate it from steam punk,…
I'm trying with one UV point, I had that UV corner placed as close as I could manage manually on the grid line, and when I tried to snap it up it went to that position vertically, then I tried to snap it left and it went that far left. So diagonal up/right then tried to return to the left. I've got preserve component…
Not terribly fast, I find inset + merge vertices + extrude to be an ok compromise: it follows the outer bevel profile exactly, but might not be what you want if you like to use less segments on short curve. https://images2.imgbox.com/b6/55/UfROeRPu_o.png https://images2.imgbox.com/ef/65/qYtjKZSd_o.png Need a bit of…
I understand the reasoning/idea behind the frozen snow, and I agree with you as far as how it looks and feels. My only critique lies with how that snow sticks to faces of the mountain that are nearly vertical. Snow would never stick there long enough for it to become frozen, it would just slough off once it accumulated…
Something that might help you - actually it helps a lot more than it might sound at first: Use curves to 'sketch' the main lines of the whole car. When you then model the parts you can snap your vertices to the curve to get the correct shape. To do so properly you will also need additional pictures from different angles to…
In the Edit UVWs window, go to the Select menu at the top, and choose "Select Inverted Polygons." This will select the polys that are mirrored horizontally or vertically (but most likely horizontally in your case). With these mirrored polys selected, go to Tools > Mirror Horizontal, or hit the Mirror icon in the top…
Also, if you want this head to animate correctly, you'll have to move the poles (vertices with more than 4 edges) from the corner of the mouh and eyes... I would still remove some loops from the nose and chin...also the inner corner of the eye...try to keep a more uniform face-density...at least for the face. The back of…
Totally forgot about this one! The older versions of Max (not sure which version they fixed it from onwards) has this MR issues where the LP and HP cannot be touching or else each vertice from the LP will be black. You can either do the push modifier thingy, or do the more complicated "hide high poly, but still bake with…