I'm currently sculpting a set of teeth. When I zoom upwards towards the top row a certain threshold is met and the object disappears. It's not a problem with the bottom row however. Isolating each tooth doesn't work and changing perspective makes no difference. Is there a solution or a way to rotate the tooth upwards while…
Hey guys, Sometimes out of nowhere, some of my objects turn black on the default renderer. Anyone have any ideas of why this happens and steps that I can take to solve this issue? Look at the windshield in the image attached
For the sake of smoothness, my sphere is kind of high in subdivisions. I would usually go in and merge each vertex together but in this case, the sphere is huge. Is there any scripts out there that can help fix the shading issue for an object with boolean operations?
I have animated an object with a bone in 3ds max and although the animation and model is working as it should the normalmap isn't showing correctly, seems like something messes up the smoothing groups, I'm guessing on the skin modifier. So hopefully someone here have more knowledge about this. Should mention that the…
Hi. As you well know the best and easiest way to create relative animation is save and load animation and setting " relative - replace" in load window. This works well and clean but if your object is linked to another one it will not work. I need a simple script that do this to selected keys of a controller ( like…
Read a few threads online about this but can't seem to wrap my head around this. Exported an object with the correct scale from Max, unit in mm. Exported into zbrush with the correct size, but the brush size is too small. Using the unify under deformation will help but messes up the scale. any way to fix this? thanks.
Ok so i am using Maya 2016 and i made a object space normal map but i cant seem to get the same result when i export the mesh into a texturing software such as Substance Designer .Is there a way to export the normal map and get the same results.Below are some pictures of what i mean
I really don't know the term for this so I'll do my best to explain what I'm trying to do: Basically, I need to make that oval plane be a sort of x-ray vision, but only for 1 object, which is the one it deforms on.
Im in the middle of texturing my character under 3dsMax, when just figured that my whole unwrapped mesh wont fit in a single window. So i load up a Multisub-object, break down my mesh in 3, assign an Id to each pieces. How am i going to texture my character, if it doesn't fit in the texture area ?
Hey folks, I put a biped rig on one of my models but the model is accessory heavy. How can i rig my model and add the objects in but keep them from deforming? I have not got farther than rigging my models; I am now onto posing them. Can anyone answer my simple problem?