You could write a simple script to assign different materials to objects. Or you could do something more complex and link a scripted value into hypershade, and randomize that value per object. There are many other ways you could do it, but I think the last one would be the the best.
I'd build a lot of this using splines > cross section > surface > edit poly > chamfer rather than arguing with turbosmooth/subdiv modelling . this approach covers most hardsurface objects outside of complex castings and is extremely easy to adjust after the fact also - build anything that would be separate in real life as…
hey guys, As the title suggest - I'm looking to render a shadow without the plane. like a matte shadow in other 3d software I used the shadow catcher and tried all kind of passes in the render settings but none gave me the result I was looking for. it either gave me the object on a transparent background without any…
Small 3DS MAX question. What have you guys found works best for aligning an object to an IK so that it can be used for the swivel angle? Occasionally when creating targets, the bones and IK shift slightly to match the angle of the object placement. I have found work arounds, depending on how the limb is built. But, just…
Early ref and sketches for a PP-Bizon finish. I wanted to emulate the sort of simple graphic finishes that were the staple of the times. I've been looking at a lot of reference, and there are lots of common characteristics to the types of paintjobs you'd see on objects in these movies/comics/cartoons. meanwhile trying to…
well I had to seperate models I merged into one scene a body and a head, go them merged everything is there scaled eveything to fit , and now when I go to free look in the perspective view it wont pan around the objects I need to reset the pivot on the objects im thinking but I dont remember how wow that was one long…
I would make an object and use Get/Set. EnemyObject Orc = new EnemyObject(); Orc.name = "Billy"; Orc.Health = 100; Orc.Speed = 10.5f; This creates an object that everywhere has access to. You can store these enemies in a list and access them by name. Create a random enemy generator... so many things... Just an idea.
Do you have two objects intersecting here? Merge them into one seamless object. or Explode bake them. The highpoly "roundness" of shape A(little shape) is tracing down onto shape b(big shape). Also, post wires, normal texture, etc. Along with an untextured shot, preferable from the viewport.
What i do is unwrap the entire object just because its easy to work out, then delete half the object and mirror it... Then rescale the new UVs. Which is good texel use, and if you want some assymetrical textures i just use a seperate Uv set, similar to a splat map on a ground or wall
Oh, that's interesting. So you can maintain several separate objects in 3dsmax then, and it'll come out as one solid object at the end. So does it only print the outer shell? Or does it print one solid form for the whole thing? I mean, can you have the figure be hollow, or is it always solid?