I could understand if someone would ditch Blender in favor for 3dmax or the full Maya suite. But Maya LT? It's such a trimmed down package, that I find it quite a impudence to sell that for $50/m
I have this project I am working on and I have a large gap on top and bottom of the prop. What is the best way to fill in the hole without getting any ngons or smoothing issues in the future bake? Thanks
first model made in maya2009. I am a experienced 3dmax user trying to learn maya. so nothing too fancy yet cuz im still learning the modeling ways of maya. thumb crusher
You can also use the tremendous plug in called Textools (for 3dmax) and the function "explode by smoothing group". That will separate uvs shell every hard edge. This script is smart and clever. Thanks to "RenderHjs". http://www.renderhjs.net/textools/
There seems to be an easy way to do this in Blender. Not sure what program you're currently using. I'm not sure about 3DMax or Maya though. http://blenderartists.org/forum/showthread.php?225323-Converting-Tri-Polys-to-Quad-Polys
Gumbata . If u didnt got any errors ,its most likely the size of it . when you import a fbx in 3dmax , you gotta put "centimerers" in the importer Its most likely 100 times smaller hope that helps
2 Xoliul : Hi! - Try to export into obj with this settings (3dmax 2009) - Try to select PhongEnv shader in tool bag and put plain normal map -Try to scale your model in toolbag to 0.01 or something seems to this numbers )) maybe it help
Hello everyone, My name is Andrea and I'am a udk programmer, in my free time I have fun with 3dmax, photoshop and udk. I would like to show you my scene of a cemetery that I created in 3 days. They are looking for advice and suggestions to improve it. Hope you like it.
hello friends any body know how do this in 3dmax? i use textool script but the problem is the model should be attached together,i need seperate all objects and select all after that do Hard edges from UV islands for every seperated objects
(3dmax) I don't understand them. I realize they affect the normals of the selected polys. But how do I used them effectively? I dont understand the 1-32 buttons or what their use is. I'm familiar with maya's process of changing the normal angle. Hopefully this tread isn't too noob. ;] Thanks :)