I am not a car modeler by any means. But i think my take would be model it in "normal" subd's with control edges, and then collapse the modifier stack(freeze the mesh) and then start optimizing the mesh by deleting edge loops.
Yeah, take a look at the 3dsmax.ini file, I think the positions of those windows are stored in there. You should be able to modify/delete them and it will revert to default. Not sure if there's a friendlier way to do this, I've never looked beyond that.
the outback file is the one im using i did it, hitting the delete all collections buttn worked, but is the problem solved now? i mean, i have to change the pose for checking if the skin modifier works right
#02: You find yourself wailing "OH MY GOD, ALL MY UV's ARE GONE!!" Do not fret. You just accidently applied the 'Unwrap UVW' modifier when you had "polygon mode" selected.
thats zbrush maya tough , I was looking for something like that for 3dsmax .... nothing similar? Actually I wanted to create my "base" model human to in future use to modify alter , improve and play with for other projects :) ...
There just different companies that sometimes modify the the coolers, add overclocks and package them with different games. Just buy the cheapest, most of them are still based on the reference GPU, unless you want one with a better fan.
What if you made the "A" capitalized and the "k" lowercase (like a cursive lowercase k with the closed loop)? Like this: [edit] I tried modifying it a bit to make the A looks less like an F, and to make the T less confusing:
Hello everyone, I have issues with reexporting a skinned mesh from MAX to UNITY. I used regular import / export but also the Unity Max Integration plugin with the same results. I do not modify anything inside Max, I only Import FBX from Unity and Export to Unity from Max. As you can see in the pictures the reexported fbx…
It's the other way round really. i.e. where there is a UV split a hard edge can prevent artefacting (it's not compulsory) Adding hard edge in the middle of a UV shell is completely fine and requires no modification of the UVs
I didn't check you files, but based on your posted image here this resample it can be done with Normalize_Spline2 modifier inside of max. check this https://help.autodesk.com/view/MAXDEV/2021/ENU/?guid=GUID-A7FFB211-0FE2-4C43-BA32-E5B38F8B0C61