Hi All, I have recently purchased some animations in .bip format, and when applied to my model it moves the biped from its origional spot, into a different spot (Im assuming the spot where the .bip data was first saved). Is there a way to stop this? Or an easy way to move the biped back into the spot I want it without…
FiberMesh to Splines will convert the exported FiberMesh polygons from ZBrush to splines. The splines can be used to create and render 3DS Max hair either with 3DS Max default hair modifier or using a hair plugin that has a recomb from splines option. Learn more here.…
When I try to render an AO for my model, the AO comes out as if it did an auto unwrap and doesn't use the unwrap I did. Any ideas as to what is causing this? When I click render "Automatic Flatten UV's" pops up in the modifier panel. Edit: Never mind, the channel wasn't right on the render :poly117:, and auto unwrap was…
slowly modifying my polish under folder to have AR15 sights. I still have some work to do. Im going to put a tri rail for the foregrip and have a vert grip stick a flash light on the side and possibly co witness with an eotech. So far im loving the set up. Probably going to have to model this FTW.
Something else I finished recently. This was a personal project that I did. Trying out some of the new tools in Zbrush4r2. Got my influence from the concept of the rail gun for Fallout, and modified it more for mountain climbing. Only the rope, and the detail on the trigger guard was made in max. The rest in Z. Painted and…
highpoly modeling with polgyons is always time consuming act, one of the most important processes in the pipeline, and a labor of love with tons of planning etc. trying to automate it with modifiers/quad chamfer can only go so far before you need to do some manual tweaks and edits to get things looking perfect
To the OP : the point of showing the same thing done is CAD wasn't to illustrate any kind of "best practice" ; it was to show that the 12 minutes argument is irrelevant, and that the point you are making about fun of use and automatic topology doesn't necessary prevails over, for instance, the necessity for the precise…
Every skeleton has a root bone. The root bone is simply the first bone in the hierarchy. It can be a bone that is not weighted to the mesh. In this case you can use it as the origin, to manipulate the rotation of the rest of the skeleton by keyframes at the skeleton for example. That a extra root bone gets added…
Welcome to Polycount! It helps to put the app name in your topic title. See the info sticky in General Discussion for details. Try the Volume Select modifier, and add a Gradient Ramp map. This should allow you to control the soft select with brightness values of the gradient along the UV of the spline.
I know that max can generate a strip at Boolean intersection if user add a EditSpline on top of Boolean. So do your union than clone than add spline modifier. From that spline you should be hable to generate needed geo for decal or additional modeling. Or Retopology ^^