Nice one, thanks. About the grouping, do you mean that all objects just have to be in a single group? Also, just to make sure, this is a straight-up FK animation of a series of linked objects, right?
Thx for answer, but I'm not asking for that. I use id materials so I don't need to explode I want only to have one pass in RTT with many objects and many projections one for object.
You could try linking the Bip01 to the translation bone and then the translation bone to the footsteps bip object. I always just hide the bip01 and footsteps object because they always seem to screw with my skin pose.
It is an OBJ. But it's like I said, the UVs of the object are fine, the object has nothing to do with this. It is the map itself that is flipped. I tried flipping it in photoshop and bringing it into mudbox, but it just flips over again. Pretty weird.
Not sure if I understand the question. Baking a ton of objects at once shouldn't be a problem in Max, if that's what you're asking. Just make sure all the leaves are added to the Projection modifier that's on your low-poly object.
Yep exit sub object mode before applying unwrap. Push 1 (Toggles vert sub object mode) until "Editable Poly" is gray (it shouldn't be yellow), then its safe to apply Unwrap UVW.
I've been trying to UV map an object relative to a flat plane, so that at the right angle, the object blends with the plane like a chameleon. Problem is, the "Project from view (Bounds)" option only snapshots the model orthographically, when I'm going for perspective. How do I get it to do this?
hey, is there a way in 3ds max 2009 to multiply textures like in photoshop? for example, i have a tiling texture that i apply to an object, and i also have a seperate ambient occlusion texture for that object thats using unique UVs. is there any material that will let me multiply the AO over the tiling diffuse texture?
I was wondering if anyone had any workflows for creating leather/cloth wraps on objects. By this I mean the types of wraps that you see on weapons and baseball bats on the handles. Right now I just model out and tweak the verts spiraling down the shaft of the said object. Is there a better workflow any of you use? Thanks.
Hey guys, I have this pile of junk to ''upres'' in zbrush, the object is made in 3dsmax. I'm wondering if is possible to import a big object with like 100+ ''elements'' and select them as element in zbrush? IE: I have 50rocks overlapping each others, I want to select 1 rock and isolate it to add details. possible?