I was wondering how you assign tools from the uv ediitor to a shelf. (like modify flip) When in ctrl shift click on them nothing happens. While it works with other tools like mesh smooth as example.
As the title says, this is my first ever full zbrush sculpt. I've used this program once or twice before this, but only to modify models from 3ds max. I had the amazing chance to use a cintiq at my school to make this.
Hello guys, in this timelapse you can see how i have create a complex mesh like delicious waffle cone with add-on and some modifiers in few minutes! This is a first video of more cooking recipes with Blender! http://youtu.be/4DW4SPpEeMw
Hey Everyone, ive spent the last couple weeks making a brush pack for those who are interested. They are also free.Some are modified versioons of existing bruhses but most are completely unique. Enjoy You can download it here:https://gumroad.com/l/NcJDC
Hello, Polycount! I'm currently working on making a high-poly model of this drinking fountain: I'm a student in a modeling class, and we're making props as if they're to be used in games. Here's a render with it with the Turbosmooth modifier applied. Do you guys have any tips? Thanks!
Hey there polycount, I was wondering if there was a way I could manually assign percentage values to vertices in max when painting weights? The skin modifier lets me paint them via colors etc but I can't seem to find something along the lines of a manual type in box.
Hello there, this is my first experiment ever with textures in 3ds max, and I cannot figure out what's happening here: this is the 3d model with the texture and this is the texture I applied I simply added an "Unwrap UVW" modifier and then I applied a material with that bitmap as diffuse color. Thanks in advance.
I'm trying to subtract the shape of some text from an object in max... so the text is in holes in the mesh... if that explanation makes sense. I have completely forgotten which modifier i can use to do that. Any help would be greatly appreciated. Cheers Jon
The aimpoint seems rather large. I dont know if maya has this but maybe there's a relax modifier in order to soften the edges. Regarding the baking... brace yourself. Grab some tutorials, some popcorn and do some test bakes. Good start!
Hello everyone, I have issues with reexporting a skinned mesh from MAX to UNITY. I used regular import / export but also the Unity Max Integration plugin with the same results. I do not modify anything inside Max, I only Import FBX from Unity and Export to Unity from Max. As you can see in the pictures the reexported fbx…