Hi everyone! I am preparing a set of furniture, and need to make some organic forms (many curves and very soft), so I'm trying to 3ds max 2011. I've read in some forums that NURBS is a good tool, but I have not figured out how to use it Can anyone help? Thanks
Your edits are degrading the quality of the heightmap that you create the normal and therefore curvature from, probably taking it from 16 to 8 bit in the process, causing stepping?
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
I seem to have an issue where I previously was able to change the scale of the pattern for tarpauline but can't any longer. Can anyone tell me how to change the scale easily? http://puu.sh/mLdxK/088dcc07d9.png
go into "vertex face" mode, which will let you independently set the normals for each normal on a hard edged vertex. EDIT: if you can explain exactly what your trying to accomplish i could prolly figure out a good solution for you, and make a script if needed.
So I finally had time to properly re-examine my steps and find a way to reproduce it I've been able to do this three times more to three other test projects. At least one project was started at my home computer. The rest were started and only worked on at a work computer. It seems to have something to do with saving the…
Opening the new thread ! :poly121: --- I am working on a walljump, wallrun and camera system in the udk. Actually my walljump is limited to three jump maximum while the player is in air. [ame] http://www.youtube.com/watch?v=ESdebha9WLU[/ame]