I think i didn't explain myself correctly. My current situation is this: I've made several high poly models and painted them individually using SP. I then imported all 3 low poly models into 3dsmax and applied the texture i got from SP to them. I now have a multimaterial with 3 submaterials, one for each model. Then i used…
Thx @Obscura , sorry I see now that I posted wrong lowpoly obj with that one hardened edge. But as I have shown in the video I softened whole mesh (which is the same in Maya as applying one smoothing group in 3dsmax) before exporting, and it also shouldn't have been the cause of flipped normals on the back side, since…
Hi! If your buildings consist mainly of 90 degree angles (like the one on the picture), a quick and reliable way to unwrap them would be using a 'Project from view' approach. At least that's what it's called in Blender, but I'm sure 3dsMax has a comparable way of doing it. Basically, you'd unwrap all necessary sides (in…
I tried all sort of combination arrays to change but I cant find whats the offending vertex , all seem fine, also the uv naming in substance seems different from the one in Max so I can't get to what UV tile correspond the one said by Substance to the one in 3dsmax .
You can read through this. Mainly, 3dsmax uses modifiers in a stack for different functions, like Meshsmooth for subdividing, Unwrap UVW for unwrapping and accessing the UV editor. They're all under the Modifiers menu. To get rid of the bounding box go into Viewport settings by clicking under the Perspective name in your…
Those shortcuts work outside of freeform mode also, with just the scale tool selected. There was one release of 3dsmax (I think it was 2012) when they switched the default behavior of the scale tool to non-uniform scale and everyone went nuts and they patched it a few days later putting it back to the way Pac posted.
What program are you using? They do NOT have to be one object, as garriola83 incorrectly said. If you're using Maya, you can just select the multiple objects and UV map them as usual. If you're using 3dsmax, you will need version 2008 before you can unwrap multiple objects at once.
welcome to the club Soki. If you're just learning 3dsmax definitely avail yourself of all the info and tutorials posted around on Polycount-- do some digging around P&P and especially Technical Talk and you'll find a lot of advanced help for the whole modeling process. Otherwise keep workin and keep posting.
There is also the stand alone ivy generator for people not using 3dsmax. http://graphics.uni-konstanz.de/~luft/ivy_generator/ Both are insanely high poly, hard to bake down with the leaves, I don't think RTT takes opacity into account? So if you do this, do only the vines and put the leaves on separately in PhotoShop.
http://www.topogun.com/betaform.htm By filling out the request form. I'm not sure if they(he) are letting people into the beta or not. Are you building a low poly around a high? If so which other apps do you have access to or use? If it's 3dsmax I can suggest a few scripts that help speed things up.