Hey people, I'm feeling a bit n00b-ish at the moment because I can't figure something out in Max, and I dunno if it's just me, or if it's because the 3dsmax designers have made a huge oversight (wouldn't be the first time! ) Basically I have a grid snap in perspective view using 3D snap toggle, but it will only snap the…
I use a medium subdivided mesh (not the lowest subdivision because results are even worse then). In Zbrush I use the multimap exporter with displacement settings: In 3dsmax I use a displacement modifier with these settings: (midpoint 0.5) No Linear Gamma (I know that when I use Linear gamma I should import the displacement…
HI ALL GUYS I would like to show you my newest plugin for 3dsmax. It is called Octopus a radial menu which is pretty easy to customize. It has really cool features, which will come in handy in your everyday work. I'm constantly developing it and fixing the issues that the users has found. About the features you can check…
Hey guys! Lurked on the forum and on the web today to find out if there's a way to do such a thing as move an object on the last used axis in 3dsMax 2013 as the middle mouse button does in Maya. I realize that's probably a kind of a noob'ish question and the thing is probably just a hardcoded feature but wanted to give it…
For the time being, I am with Xoliul, handle it in your shader directly so you have exact control what gets gamma correction and what doesn't. I think the "goal" of linear workflow in 3dsMax is the right goal, but too many ways to accidentally de-gamma textures like normal maps resulting in very poor shading (worse then…
Hey guys, first post on the site even though i've been lurking for quite a while. I hate for my first thread to be one of shamelessly pleading for help but i've hit a bit of a brick wall on this one. Below is an asset i'm working on for a Lovecraftian Style seafront environment, i modeled the high poly and reduced it down…
I'm creating characters in 3dsmax, and I didn't realise that I wouldn't be able to re-size the characters once they have been skinned. I need them to be proportional to each other but simply increasing the size on the bones causes the characters to look like a larger Jack Skelington. A Bro Fist for whoever can help me.
Orginally Brice made that BRDF shader for Maya as seen in http://boards.polycount.net/showflat.php?Cat=0&Number=238350 and http://www.mentalwarp.com/~brice/shader.php after making the max port initially, I broke away from his codebase quite a bit, to make it easier to add/change things, and of course stuff that is more…
I thought these issues were unreal's fault but it seems that 3dsmax will not export normals in an FBX file with skinned meshes. Is there a fix for this? Do other 3d software have this issue? Not being able to bring in mesh normals really screws up my baking workflow. I have tried max 2018 and 2015. Edit: I re-exported as…
VdbRemesh VdbRemesh is a C++ based Multi-threaded, openvdb based remeshing modifier plugin for 3dsMax. It comes with a procedural filter stack that has 10 filters ready to be applied in any order. Since it is a volume based modifier, it works much different than the traditional surface modifiers. Since it is a procedural…