I think I'm doing something wrong in the ZBrush side of things then. That's what I did to export, but in ZBrush when I load up the texture which corresponds to the UV's, it's totally messed up in ZBrush. Looks like my model was auto-UV'd in ZBrush or something. My steps: Exporting object from 3ds Max, importing object in…
Thanks a lot man, you're a life saver. I do have a couple questions though, mostly having to do with figuring out how replicate edit poly commands from max. First, is there a way to extrude along normals like you can in max? I have a ring of faces selected and I want to extrude them out. I can do it by group, or by…
Ha! Everything seems to be in order right? :) This is with a fresh install of Max 2012 + SP2/Hotfixes + 3dsclean. I tried re installing it again today. Same issue. You may be right though about me not ridding some user files or something. If I recall when I reformatted my entire Hard drive I was able to spam my compact…
hmmmh. apparently this is one generic max unit in the UVW map editor, or 25.4 millimeters. that little dot there in the center is the UVW plane. i might be able to change this if i can change the "real world map scale"
Actually, I'm already done with the testing in 3ds max, but Maya (our pipeline app) is quite more complicated for various reasons. For a start, we reference our custom shaders into scenes, so I have to find a layer where I can split the control network... but I'm convinced I'll be able to get it to work. The most reliable…
you can actually have the same layering functionality as photoshop in max for your shader using the composite map, and alot quicker. 1. assign the base normal to layer 1 in the composite map 2. create a new layer and assign your map you want to overlay on the base map to layer 2 in the composite map 3. switch the blending…
ahh yes Material ID that would be another good way to handle it. I've been away from Max for a full week and already the lingo is leaking out of my brain hahaha. If you can't use mat id's or smoothing groups then the element option might work. Here's the nuts and bolts of how it goes. In Edit poly you can select the faces…
I've searched some for myself and found these (other than autodesk learning channel) :smile: https://www.lynda.com/3ds-Max-tutorials/Character-Rigging-3ds-Max/166514-2.html https://www.lynda.com/3ds-Max-tutorials/Character-Animation-3ds-Max/92565-2.html…
Super Spline Studios is looking for a freelance 3D animator from roughly March to the end of May! MUST be proficient in 3DS Max MUST be experienced in the games industry MUST be able to animate realistic quadrupeds to a set quality and meet deadlines pre-agreed. Please send reels and day rates…
Ok, I've got a model with diffuse, normal, specular and opacity maps. All these materials work, but when I render, the bits that are transparent due to the opacity map still catches light from the specular - so it looks like I have some "ghost" parts on the mesh. Any ideas?