I'm trying to snap the verts of an object to the faces of an object behind it. But it's insisting on snapping the verts to it's own faces rather than the other object (because it's own faces are in front of the other object). Anyone know of a way to have snapping ignore itself? Like "Constrain to Background" in modo?
http://www.unrealengine.com/news/epic_games_releases_july_2012_unreal_development_kit_beta/ So unreal is now supporting xnormal normals! Yay! I believe unreal always supported maya bakes before (I guess not now?) but it's nice finally having a universal baking method everyone can use regardless of your modeling tool if you…
Hello, for some time now my 3ds Max viewports have been showing my textures as much darker than they actually are. I've tried just about everything, but obviously it's still a problem. Has anyone ever had this happen before? How would I go about fixing it? Here's how it looks in the viewport: and here's how the actual…
http://web.archive.org/web/20041109084645/http://dynamic.gamespy.com/~polycount/ubb/Forum2/HTML/001740.html?012-200104162142 oh they're still there just not as blatant
The Skin and Figure Mode issues were fixed in a product update. Here is the latest update for 2012. http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=20740665&linkID=9241178
Hy! For a long time trying to configure an optimal viewport in 3ds max, but not really succeeds. The Nitrous viewport turned off, it is not normally used in modeling for me. I am interested in a D3D viewport settings, which normally is possible to modify the cage (see raymiss normally) and its performance is adequate. Who…
the Highlighted part to the left was uved using peel but the rest where done using pelt. The HL UV island I did using peel because for some reason I couldent get pelt to work on it. Will there be a difference when I start texturing it? why are the verts in the peeled UV island highlighted blue? Why didnt pelt work like it…
I am following a tutorial from Viscorbel, the only problem i have is when, he start to add materials to the meshes. My material slots are all black, and i can't seems to get the result like him. I have tried with every single combination of the Assign render option. I will give you a screen shot from the issue i have.…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…