Sorry for the stupid title but I didn´t know how else to describe it. Appereantly I hit some hotkey or something that shrinked my modifier thing when you select vertices or faces. This makes it really hard to work. Anyone know how to reset it to it´s original size?
Trying to edit the uvs of a model, but it doesn't seem to get updated in the viewport or in renders. Pretty frustrating, any ideas why this is happening? Resetting xforms doesn't work, nor does merging the object in a new scene. The modifier is on top of the stack, deleting/reapplying doesn't work either. /e Using max 2009…
Deformation Cleaner is a modifier for 3ds Max that smooths arbitrary deformations of a model without smoothing the original detail. It can be used as a fast post correction step on top of any deformation. More here http://www.mariussilaghi.com/products/deformation-cleaner…
Hello! I’m looking to make some alterations to a model I’ve been modifying, and I need a talented artist to assist with finishing it! The model itself is in an anime style; no need for rigging. Let me know if you’re interested and I’ll DM you the details and we can work out a price. Thanks!
Hello, :) I would like to know: how can I apply any kind of modifiers or whatever, that can bend a mesh inward following a circle spline please ? I already tested Bend and twist but nothing solved my problems. Thanks for your help. I'm making a tire actually. i'm adding a photo for you to understand.
sprunghunt-All the other maps were baked fine) Where can I check if I included the collision mesh in my hipoly.fbx? I am a beginner and I do not quite understand you) And how is high poly,fbx supposed to look when I re-import it to max? Does it look correct?( BecauseI did not use opensubdiv modifier in the scene)
Spacing tool for the posts, a second spline using a sweep modifier for the rails It's perfectly possible to do it with path deform but it will distort the posts and you need to manage up-vectors which is more typing than I can be bothered with 😜
@pior Sorry I modified the High Poly version in my blend file and forgot to update the OBJ file, here is the right positioned high-Poly OBJ: https://file.io/ATwKsGaw8gKb Here is the public .OBJ model provided by game studio: https://file.io/XxoS7rCZbnyo
2Crazy_pixel, Thanks Oliver! I will experiment with the metal more. It's a temporal surface noise modifier at the moment. But it's close to what I'm aiming for. I think that zbrush matcaps are part of the problem too. It's hard to get a decent render without compositing.
I'm using a relatively new version, but didn't apply the normal map to it though. I know they can look great esp. when modifying the models/textures in Substance Painter. But this project is more focussed on clothing than the human model itself ;)