I have a high poly mesh that I have assigned a bunch of different colored shaders (different diffuse colors) so that I can bake it to the low poly that has UV's and use it as a selection mask in Photoshop. I know how to do this in Maya with the Transfer Maps tool, but I'm not sure how to do it in Max. Could someone explain…
Yeah, look up Render to texture in Max, its the Max equivalent of Transfer Maps. You'll want to add a projection modifier to your low-poly, add the high poly stuff as reference geometry (note: open up your groups first or else it won't see your grouped stuff in the selection list. Likewise, drop an edit-poly modifier on…
you can bake "through" groups, you just have to open up the groups (select everything in your scene, and keep going to Groups->Open until you can't any more), add everything, and then close the groups up. The really annoying thing is that in 2009/2010 (one of these) they added the ability to add renderable splines to the…
Great thanks, yea the big issue I was having is that the selection list couldn't see my HP group, so I got stuck on that. Thanks for taking the time to explain the steps.