pior, yeah im trying that plugin, but, it wont export with crease well my modelling workflow all in 3dmax, it be double work if just for cheking crease i have to use maya
thanx for comments again, i personally like this yellow, but if you say so, here's a little bit desaturated version ZacD, it's a 3dmax viewport, only two omnies with black shadows :)
Made with DT Tutorial: Trying to understand some of 3dmax modifiers and learn quixel ddo: Made with DT Tutorial (2200 poly, 3956 tri.): Some renders (v-ray practise):
Hey thanks Jesse! Although it's still not as clean as I would have expected. I use 3Dmax 8. Nevertheless this is much better than mine so I will use it. Thanks!
Wow, just tried to bake that Bevel shader In the last Blender 2.8 build. Thanks musashidan It's just perfect , the best it has ever been elsewhere. No need to even do face weighted normals in many cases. Too bad they did that monstrous UI change. Everything I love about Blender UI: hotkey approach, interface colors, tools…
Any of you have any experience with RAD's Granny Animation system; the 3DMAX exporter in particular? I have having some trouble exporting models with multiple material IDs. Any help would be appreciated.
I think I pressed a hotkey while messing around and now whenever I put an Unwrap UVW modifer on anything and select faces, it's triangulating my faces.. how do I turn this off?
Hey! Are you using 3Dmax? Yes I've set the object's visibility to 0,9 in the object's properties. Thank you, I'll check the links you provided and try adding more edges. Thanks!
Thank you guys ;) GrungyStudios: most of the parts are base shapes from 3ds max because it's easier for me for hard surface modeling. But in my workflow I use a mix of zbrush and 3dmax.