I'm making the transition from maya to max. I dunno what it is called in max but what is the equivalent of maya's high quality rendering(viewport) in max and how am I going to set it up. I want to try Xoliul's shader. Thanks :poly121:
Hey to all, I was wondering if anyone knew of any homebrew updates for the older version of FBX for the older versions of Max? Currently, I'm forced to spit my older save files into a newer version before exporting it to FBX format, for engines such as UDK. Cheers!
I just released a script pack that lets you snap the viewport to the nearest side or hotkey the viewcube rotations (never understood why autodesk didn't add hotkeys for it). You can grab the scripts pack here: https://gumroad.com/l/yVVgji https://www.youtube.com/watch?v=RRj9rrWK7Eg
ActiveShade is probably the closest thing. http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-6430FB35-2232-4451-945A-C1EBD708024-2189.htm,topicNumber=d28e425724
Try downloading 3dsmax from their site if you cant because you have limited bandwidth then ask your friends if they can download.Try changing the driver to nitrous(opengl,directx)try updating your directx and opengl.
Hi, Has anybody done any test with the latest xnormal build. Using the position offset? with 3ds max (2012-2013). I did some test some weeks ago, but I couldn't get it to work. I would like ton hear if its working correctly Thanks
So I have a multi sub and I have 2 materials on there (#1 and 2). When I change an objects mat id to say 1, and apply material #1 to it instead of doing so, it automatically changes the object ID back to 2 (or whatever it was standard). Anyone know why it's doing that?
This is probably a nub question, but i applied my skin to the head of my model and the texture appears to be a much lower resolution in view port. When i render it out it looks fine like the 1024X1024 map that it is. But when im in viewport it looks like its 256X256 or somethin and all blurry. Is there a setting for this?
so just started using this system and had a few basic questions. There are custom boxes for bones and I need to resize them,/reposition them. to fit a new mesh Can I just use standard scale/rotate/etc ? the rig already has ik setup. do i just disable each ik handle by setting it to 1.0, tweak the bones, then turn it back…
Hey everyone I am looking for a quick way to take an existing object and specify its dimensions. For example if I have a box of a random size, I would like to select it, open some sort of menu, and type of 5x5x5 to make it a 5 unit by 5 unit x 5 unit box. What's the best way to go about doing somthing like that?