everything i have found online has not answered my question here. can someone explain? I have applied a uvw unwrap modifier, but don't understand how to use the symmetry modifier to stack symmetric uv islands. below is my model and it"s map, i just can not figure this out. help!!
Is there a way to add a turned off modifier, make some tweaks and turn it on manually? Sometimes i have very complex geometry and i want to add a chamfer modifier, but i don't want it to affect every billion edge in the scene.
Trying to get an asset under a certain polycount and I’m having issues. The more I modify the topology, the more the shapes get further away from the high poly. Is it bad to modify the topology and get rid of some edge loops AFTER baking? Seems that’s the only way this is gonna happen.
Yo, maybe a noob question but I don't know how I could tackle this. My model is to big to render the normal map(not enough ram, I think). I reduced my turbosmooth modifiers as much as I can but still not enough for my pc. So I want to split it into small parts. The problem is that, if I detach parts they got flatten to…
Hey PC need help with a issue I'm having with the bend Modifier in 3Ds Max. I have reset X Form made sure normals are not flipped, closed and re open Max played with the gizmo, also made sure my pivot is in the right area, but nothing fixes the issue. The one on the right is the correct one in which my bend modifier was…
I uploaded 8 DataChannel sample files and some video. Have fun with DataChannel modifier! https://vimeo.com/191921888 http://cganimator.com/3dsmax-2017-1-datachannel-modifier-samples/
right ive got a nice height map out of Xnormal, when i apply it as a modifier in max i only get the positive normal push, not the negative, am i being stupid, how do you get it to push both ways? I need it to be a modifier so i can optimise the underlying mesh correctly
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
OK, so I love the workflow of Max's modifier stack, especially with stuff like having a simple planar mesh, dropping a Shell modifier on it with a spline to bevel the outline, then a Turbosmooth on top to make it all pretty. The best thing about this (to non-Max users who might not understand!) is that it leaves the…
Hey guys. I am trying to use the path deform modifier and the base mesh I need to have my shape wrapped around is tilted differently at the middle. So it is kind of vertical at the beginning and then it tilts in. When using the PDB(WSM) is there a way I could have the shape I am deforming to follow the tilt of my base mesh…