"It comes into the program invisible and with only a bounding box." From what i read here this could simply be something from normals, did you tried to inverse them ? Are vertices still selectable ? Was your mesh imported from an other program or game engine ? It's should be easy to fix since it's in 3dsmax.
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-EA8FF838-B197-4565-9A85-71CE93DA4F68.htm Tturbosmooth and NURMS will output the same geometry. The reason I use Turbosmooth is because I tend to have a Symmetry modifier, and I want to smooth the result after that not before.
I give it again : http://flatiron.3d-plugin.com/ a good one for 3dsmax! And it's a really fast one! just try it, there is trial version you can download... I have installed mine for 1 week now... it's work perfectly!! But I don't know how many time the trial will continu...
In 3dsmax we do something similar with a plane, turbosmooth and a bend modifier. I'm pretty sure you can do all of that in Maya as well, but I don't have a specific work up for it. You can also select a vert and chamfer it to create holes. https://www.youtube.com/watch?v=2JjYBPEWEek
I went from MS3D 1.4 to 3dsmax 3.1 so I know how you feel. I guess there's no easy way around it, you just have to read the manual and keep experimenting with the program. Like Daz said though, try Wings if you only want to make models
[ QUOTE ] it's a custom engine Designed for MMORPG'S [/ QUOTE ] Please describe enough inormation for the request you seek, or we can't make a decision. Which engine name is this your using? Is it OpenSource? Is it your own? What about tools? which tools are compatitible with this said engine? 3dsMax? Maya? Please be…
Hello Everybody! I have been a long time lurker but now i figured it's time that i contribute something to this awesome community. In this little tutorial i want to explain some simple steps of how to create a convincing and lod friendly tree crown with ease. I will not explain how to create the textures or the trunk.…
I agree with Chillydog12345 andJorvid, and I would also say that you should add variation through use of light color, as well as darkening the scene. Try using less normal information and push your texture sizes and add more subtle color variation to the textures. It looks good for a 3dsMax\Maya render :)
prebaking (or handpainting the lightinfirmation) has been pretty standard a while ago and still make a lot of sense on weaker systems. @op: you can definitely do this in 3dsmax, in ddo you could fake a lot using objectspace normals as masks and fake directional light this way. not sure if it can bake in matcaps/cubemaps.
I assume its because if a broken vertex table. Under tools in 3dsmax there should be somewhere the vertex channel listener. Alternatively run this maxscript in the maxscript listener:ChannelInfo.dialog(); maybe it can give you some info on what might be wrong because I highly suspect a wrong table for the UV, smoothing or…