What version of Max? How exactly are you using Grouping? I've used it in 2018 and it works great. Might be broken in your release though? https://help.autodesk.com/view/3DSMAX/2020/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26
FINNISHED!!!! Finished my environment for the Challenge!!!! This was hard for me in multiple ways. I wanted to push myself to learn and only use 3dsMax instead of Maya. I am excited for the next challenge and thanks to all the help and suggestions others gave me!!!
In 3dsmax textools script you can set a base real-world measurement to texel res: i.e - 1m2 = 128x128, and then use the tool to set the uvs to each asset. Also, building things to a set grid is very important for efficient assembly/snapping.
I think a SSD and RAM is most important, to write/read source files and textures. When baking in 4K in 3dsmax you'll wait a few good minutes until the file is written, or you'll wait until you save a PSD or update a preview.
Depends on wich 3d package you are using... In 3dsmax for example you can use the arch&design materials. They are really powerful to create convincing 3d renderings. There are also a lot of templates shipped with the arch&design materials. For these also exist seperate renderchannels.
use the object fill tool instead, its located in the object paint tab. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-C87493C2-6E85-4DCB-A0AC-F355A9AA174F-htm.html
After a bunch of cleaning up and minor adjustments I'm calling the sculpt done. After decimating I started retoplogizing in 3dsMax with the graphite tools. So far I'm happy with the head, it's a bit highpoly, but I'll adjust if it gets too high later on.
MoP's Mopknit works pretty well too, Passerby linked it here http://www.polycount.com/forum/showpost.php?p=1649497&postcount=13 And if you use 3dsMax Slideknit should work except I can't find any working links, anyone?
For models like this i usally merge all the needed geometries for the enveloping process or use a simple basemesh. After that the weights get transfered with gator to the real mesh. The viewport looks like 3dsmax so you can use the skinwrap to transfer the weights.
Hi Thomasp, great work. After painting the skin in Zbrush. What resolution do you bake the textures out as for a full body character? Also using Blender myself, 3dsmax user here. Blender has become a really good app.