There is a Mesh/poly/patch selection modifer, that should do what you want i guess. It's right at the top of the modiferlist Make a selection, apply the hold, use the next modifer. EDIT: Tested it out, Odd! it does not work with the shell modifier Maybe detach, apply and reattch
For a continuous wood texture, you'd probably want to apply a wood texture via procedural texture (I think MODO has a wood grain preset) or apply a wood texture using a bunch of separate, blended textures from multiple UVs... and then bake that down to your UVs.
Weird...I've been able to import objects with like 13 materials before... but that was Maya, not max. the key thing in that case was to make sure each material had a unique name AND a unique TEXTURE applied. It would ignore simple lambert shaders applied if they had no diffuse texture.
BA in graphic design/multimedia. I used to apply for art-related jobs but it never panned out. I apply for fast food, janitorial, and retail now. It still hasn't panned out. The moral of the story is blah blah blah I suck at life boo hoo.
Ignore them! LOL Make an ortho camera looking down from above. Apply a gradient texture into a diffuse slot (black to white). Apply said material to your land mass. UV the whole thing from the side, using Fit, to autosize the texture. Render camera.
The issue is that your entire model is transparent. So the whole thing's going to have sorting issues. You'll want to make an opaque (i.e. no alpha channel) version of the material and apply that to the polygons without transparency. And apply the transparent texture you made only to the polygons with transparency.
All that typing and I figured it out myself. For reference: it was because I had the strength of my mask set to a negative number. Zbrush apparently applies the noisemaker pattern at render time as if you were applying it to the mesh, so the logical transformations occurred. Ohhhhhhhhhhhhhh well.
hey man, what you have to do is right click and apply a new material to each object...by default the they are using the same material...after applying the new material you can then import a texture for each and you should then be able to pain across them no problem.
Hi gigantic team I m interested in the ramp texture that apply into your character . May I ask if the set up is 80 percent of the black color apply in the ramp texture ? In other word 80 percent of black color and 20 percent of white color
I really really really like this one, great stuff! Did you forget to apply the turbo smooth to the part where the pipee reaches the main radiator bit? (it still looks great, just looks kinda like you perhaps forgot to apply the turbosmooth!)