Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…
Not all objective; I really do think different types of brains/personalities work better with the workflows of certain software. I've worked with 3ds max professionally, and I just can't get to like the way it does things. There are certain things I like— the modifier stack is great for certain things. But overall, even…
Greetings everybody, I have a question regarding to normal map re-rendering for a merged group of objects: The task is: There is a group of objects, each with itsown normal map, what is needed is to merge them into one, update UVWS and tranfer information from exsisting maps to a new one. To perform that I attached all…
Render To Texture Assist is a handy script for 3dsmax written by Kostadin "miauu" and Martin "CodeFather" Punchev. Rexus thought this belonged on the news page and I totally agree. Just look at that slick UI... And the features aren't that shabby either... - Explode all objects using an unique vector so there are no…
Hi guys. I'll leave you with this technical challenge hopefully somebody is so kind to offer wisdom. I have a big weapon composed of a fairly high number of elements and overlapping geometry. The highpoly version is composed of multiple smaller objects detailed in Zbrush. The lowpoly, retopoed, uvd version in Max, is the…
So I've been watching a lot of youtube videos [how else am I gonna do it lol?] about Maya normal map creation, baking I think it's called. I'm cool with the settings of baking, but I have a question. Say I have my high poly object and my low object. How close in size do they need to be to each other? Without opening Maya…
after I inserted an xref file (using drag) into scene, I want to make some instances from that file using shift+drag. but it only makes instance from root dummy of xref. I tried to insert xref from application menu, as I need to control all imported instances by one object(such as a dummy) so using "xref objects" is not…
Hello! So I've come across an issue and I've really gotten stuck. I have an object I want to export as an fbx in max. The first issue I got was the non-orthogonal axis export warning, so I reset the transform and scale under the hierarchy tab and re-exported and now it seems to be skewing the geo in the direction the axis…
I'm working on a script that removes unneaded map channels from selected meshes. Right now it's coded to remove UV channels 2-4, vertex alpha & illumination - later I'll see if I can have a UI that asks what channels you'd like to keep and have it detect how many channels each object has. Now to the problem, I don't really…
Perhaps it's just Blender behavior. When you select an object and do mirror X I suspect it just scales it negatively. Showing and rendering it just fine with correct normals within Blender. But when you export the mesh its normals are getting inverted. So I use mirror modifier and two vertex group with _L and _R suffixes…