It's been a while since I've done any hardcore modelling in 3dsmax, but I used to select an edge ring (my hotkey for that is R, not sure what the default is), then convert the result into polygons (CTRL+4, I think it's the default hotkey). That'll give you all the polys in a loop. No idea if the releases newer than 2008…
With 3dsMax there was no other way because it was crashing at a unacceptable rate (still buggy to this date but improved a hell lot since max9). Photoshop was in the past always very stable- but tends to get more of a bloat ware and not anymore 99% stable. I had a few crashes with CS3: it usually would just close itself…
M<aybe you could use a proggy like Ultramon (not freeware, but there are progs like it for free) to minimize the hassle? I have ctrl-\ (with the \ next to my 'z' key [logitech navigator]) mapped to switch the mouse/tablet cursor between monitors. Works great for me...with the exception that 3dsmax just won't run correctly…
I added a youtube video upload: [ame] http://www.youtube.com/watch?v=71Xw3wVcQ88[/ame] that covers basically all the engine stages and the final demos I showed here at my university but did not uploaded for technical reasons. You can see some other levels, a 3dsmax viewport capture of my level and some technical views…
j4polaris: That's most likely because your layered UV's were made from a mirrored copy of the mesh? Most game engines have coding to compensate for mirrored UV's, but if you're just looking at the normal-map in 3dsmax or some viewer that doesn't support mirrored UV's, then it's gonna look wrong regardless of whether you're…
FatAssasin, yeah, I think that's the best route. Getting a version of the engine in a viewport, like AoE3 did. Stuff always looks at least a little different in the actual engine than any 3dsmax preview, so it's much better for texture/shader/model tweaking when it's an exact science rather than back-and-forth guesswork…
AFAIK you need to add a "Select Mesh" Modifier to the Mesh that you want to weld, then Select all Vertices (in Vertex Mode), then hit the Modifiers "Weld" Button. You may adjust the welding tolerance (or something) here. This is also required before you can add a "smoothing" modifier if the mesh was unwelded before (eg. in…
Yeah I'd be down with that, as soon as I get the game that is. Also I have no idea if there's a decent model exporter, from what I recall you can only use custom models in the editor if you export from your app in .NIF format(for Morrowind that is, although it looks like they haven't changed that). The last working, free…
Hi all! I've created this hommage to the 'AndromedaStrain' after I watched the movie last weekend and fell in love with the setdesign. I decided to rebuild the labscene in UnrealeEngine so I can fool around with the new realtime raytracing features. Lighting is completely dynamic so no baked lights/lightmaps at all. I used…
Hey guys, So lately I've been watching a series about ancient Egypt and I got inspired! Modeling - 3DSMax / ZBrush Texturing - Photoshop / 3dCoat Composition - Photoshop These images are rendered in Toolbag and then edited with Photoshop Heres a link to my artstation for wireframe and…