What's your goal though? Why are you porting a model from Blender to Max? What format are you using to export out of Blender? FBX should be able to save the weights and import them into Max. In Max, use the Skin modifier to weight vertices to bones.…
Hey guys, iam working at an little asset. it has 26 components and i kept all seperate. now i done the unwarp and packed all into one square. so nothing is attached in case of adjusting things fastly without affecting other pieces and to have a good baking result by moving parts away. when i open textools and i want to…
heres an update i think im nearing completion. As always i would love feed back! i feel that the brush metal looks like trash but im not sure if thats because of the resolution of my maps 1024 x 1024 or that im just not grasping the essence of the material. all maps are shrunk to 50% originally all are 1024 x `1024 screen…
For some reason, by default, the color for UV shells that are pinned in the UV Editor in Maya is bright sky blue with the wireframe also being bright blue. It's extremely hard on the eyes to see this wireframe because it's blue on blue. Anyone know how to change that bright blue color of the pinned UV mesh? I'd even settle…
Hello everyone, I had to switch from 3ds max to Maya for work and I am having a problem with vert normals. I have a rounded modular wall section and I need the verts on the hard edges at the end (where the walls will meet) to point straight out instead of the slightly angled position it has be default (so there is no…
Hi, A 3d model created from the beginning, based on blueprint and 120 reference photos. If you want cooperate let me know: mm3deu@gmail.com 1 Studio - I tried to refine every reflex, the lighting was two HDRs and two renders, which I later combined in photoshop. Some reflections interfered with each other and I couldn't do…
In the camera workflow above, you don't use RTT nor BTT. Instead you use the regular renderer, and your own camera. You can then save outputs using AOVs. So you get everything that the AOVs support. https://help.autodesk.com/view/3DSMAX/2025/ENU/?guid=arnold_for_3ds_max_ax_render_setup_ax_aovs_html
Its not brain science but it occurred to me that a 1024*1024 texture size contains 16 * 256 tiles. It seems that it would be rediculous to have 16 256 textures, but is it? Whats the impact of calling that number of textures since they would occupy little GPU memory? Being pretty poor at using UVW space efficiently does…
Interesting.. blender does have several "types" for the width: Oddset, Width, Depth, Percent, Absolute With the last one it can do waht 3DSmax does.. (checking with Blender3.6 because my internet PC can't run >4.0 :wink: ) ..ohh wait.. checking 3.01.. and also blender 2.93 from 2021 could do this too: but not Blender 2.8..…
Lecturer in 2D Digital Animation https://www.herts.ac.uk/staff/careers-at-herts/current-vacancies-search Here are the Animation Students projects - https://www.herts.ac.uk/courses/undergraduate-courses/undergraduate-subject-areas/animation,-film-and-digital/digital-animation-showcase-2020 FTE: 0.6 FTE
working 22.2 hours…