heyho. I have sometimes a strange problem with exporting obj from max into zbrush and it happens again and i still dont know why and how i can solve this. My model normals are fliped and i tryd with changing some export options in max or flip there normals and export. everytime the model is wrong. know anyone this kind of…
Hey! I have been trying to hunt for a script or way to connect an edge between 2 verticies when there's an edge inbetween them, using the "Connect" function in the vertex tab. No luck so far, so I was hopeing maybe I could get some help here. Here is a picture of what I am trying to explain.…
Hi!! I'm currently finish diffuse of my last character. I can see on screen something left on knee and maybe two other things, but i'm ready for critic. Don't hesitate to be bad guy with me, I'll do my best. On first step this is the diffuse with self illumination to 100%. On second step I'll try normal map. If you need…
Having a horrible time, any help would be great. I have a scene with 2 biped characters,both have layers to the animation. Whenever I load up the scene it's all screwed up like in the bottom pic but is fixed if I move the dummy for that character. Then I need to slightly adjust it and get it back to correct position.…
Hello, I get this issue after removing certain loops. I've been having this issue a few times and the only way of repairing it, was to delete said polys and re-bridge everything in between. I also played around with smoothing groups but it doesn't seem to make a difference. Do you know a better/non-destructive way to reset…
Hey all, Working on a character and I didn't make the sculpting version first (didn't think I was going to make a normal map), so my model has tons of tris. I think I need to turn it to quads to sculpt high res, but I was wondering if there is a quick way in Max 9 to select only 3 sided faces? Thanks!
When using a solver, like IK/HI, limb movement is difficult to get right because whenever they are extended to fa they 'pop' into a strait line, which look extremely unnatural and is a pita to avoid. Is there some way to avoid this issue when making a rig?
I need normals of border vertices on object A to match normals of vertices in same coordinates of object B, basically to fix the seam without affecting object B. Tried noors normal thief and it does almost that, except there is still a small split that prevents smooth shading. Interestingly enough is that in-house tool…
This is a rumor but apparently Autodesk may stop developing Max and Motion Builder. I'm interested in seeing where this is going but maybe it's about time that I dust off Maya.
I'm still getting lots of rendering issues with layered hair planes in the viewport. I've tried SM 2.0 and 3.0, one object, detached planes. Can anyone recommend a shader and/or some setting in Max 2011 that will let me see a hair object with about 2000 polygons? Even 1bit alpha would be fine.