I startet my first model using edit poly a week ago. I needed a highpoly model for some fooling around with normalmaps. So far I only worked with edit mesh, so it was actually a lot of fun to do this. But somehow I still have to find a way to work better, it took me propably around 10 hours to do this guy I just built him…
This seems to happen more often when the system is running low on memory and I'm resaving big texture files quickly. When memory starts to get low I notice Max takes a while to update textures, if it gets resaved while max is spooling in the new texture, it stops trying to update and pretty much says "ok this file is going…
Assuming that I have a scene with 20+ exploded low poly objects each having a high poly and a cage, which is the fastest way to bring these in xNormal for baking? The UVs are all packed on a single UV map. Currently I attach all the parts in a specific order and everything goes pretty well generally but when I need to make…
Hey SpeCter, I'm glad you like it. I guess with "STRG" you mean "CTRL", that's what is needed to trigger "add to current selection". If I get it right you'd like it to be the standard behaviour. I decided to stick with CTRL to add to and ALT to remove from current selection, and replace the selection if nothing is pressed,…
I still suggest to bake to lod01 or lod02. Lod 03 may just have not enough geo to support proper baking at all. Just edit/project vertex normals the way they would stay in same direction through lods. I usually just copy/paste vertex normals from one lod to another. Thanks to Blender it's IMO easier there than in Max . It…
After I build a scene in 3ds max, and assigned textures (textures were in different place not in abstract directory as max file), I had to move my max file and textures to other place. and now when I reopen max file, max asks me where is textures? by adding new path it will show textures in viewport but it do not replace…
-___- I know all that, Ill stick to max when mapping. What I want to do is, see all of my maps neatly mapped out so I know where to move/rotate/scale things. Because when I have a UV island selected, the others disappear so I have no clue where Im going. And If I want to break a polygon or something off of an island I cant…
Hi all. I've been using GoZ in 4r7 and Max 2015 for quite some time and have recently updated both applications to Zbrush 4R8 P2 and Max 2018. GoZ from Max 2018 to Zbrush works great. Zbrush to Max 2018 not so great. To expand on that, when attempting to GoZ from ZB to Max, it ALWAYS opens a new Max scene (even though I…
I've spent days trying to resolve these problems so i figure if anywhere has any semblance of a solution, it's polycount. I'm a student artist using Second Life as a platform since it's easy to collaborate on. Anyway, the problem: (picture speaks a thousand words) (uploaded image is a JPG for forum friendliness, i realize…
another alternative method is to use a basic normal map shader - paint into the map with photoshop (rtt a sphere to a plane normal map gives a good palette picker) or a 3d paint app (to give you your "real time" interface) then do a map to map channel (IIRC there a free plug that does this) then do a map channel to normals…