thx. I did that before but the problem is that whenever i creat something like displacment map and export the map+base mesh. Zbrush creats the displacment map with the unwelded uvs. When i weld the uvs in 3ds max after that, the displacment map does not perfectly line up anymore with the welded uvs.
I switch between the mouse and a Wacom tablet whenever I'm doing 3d. If I'm sculpting in Zbrush then of course I'll be using the tablet 100% of the time. But when I'm in 3ds Max I often use the tablet but will sometimes switch back to the mouse if I need to do precise clicking. Same when I'm in Topogun retopologizing.
A soon to be released script for 3ds max. It allows you to send the view of a model in you favorite painting application to paint your textures then project it back on your model. You have the benefit of working in your familiar painting environment with your favorite brushes at the speed you are used to. Don't have to…
Hi all ... new here and i got the email about needing to make a first post so here it is ... I have used alpha maps for about five years for simple things here and there for my high poly modeling ... np. Well, I have started the transition into low poly modeling and uncovered how much I DID NOT know, heh. My biggest bane…
Why didn't you keep the original scan? This is exactly why it's important to practice good archival hygiene, keep all your source files. Anyhow, baking a normal map from another normal map is very difficult, as rollin stated already. You may have better luck with the displacement, not sure if Xnormal allows you to assign…
What exactly do you miss from Maya? Personally, coming from Max to Maya, I found a lot of Maya's UV tools quite clunky (although others are good) :) You should try out this workflow (ideal for characters & organic meshes anyway): * Planar map all polys of the object, just to get rid of any seams. * Select edges in the…
Heh, i'm working with a workstation graphic card, and with maxtreme drivers. The commented bug is something i ignored :S, and i didn't noticed it using a nvidia 6800 ultra. And i only use edit poly in Max, and of course multiple maps. This is fucking visual bug very weird. Tweaking the d3d config you should see any…
Hello, I'm new here, thought this was an incredible community to join as it is primarily focused in games as opposed to million poly renders. I have a little problem, (probably a very basic one) but I can't seem to get my head around it. Software Used: (Just in case) 3DS Max 2010 Adobe Photoshop CS4 Unity Engine I am using…
Ahh in that case, it gets difficult. The reason I don't think it will work is because quite mode is very specific to what triggers the error. In this case I don't think quitemode has an option for export (you're exorting right?), but the render "missingExtFilesAction:" might work, but I doubt it because its not triggered…