@Junkie, I received your SBM files but I also need the 3DS/FBX/ASE to play with them in 3dsmax, pls I assume you didn't generate the SBM files using the buggy 3dsmax2obj OBJ exporter that comes with 3dsmax... because that could bug a lot the vertex normals... I suspect the problem is that 3dsmax tangent basis computation…
One of the locomotives that I did for upcoming "Age of Trains" game, world-scale railroad simulator. 9K faces, 4K PBR texture. 3DMax+PS+SP. Property of Amazing Games.
Any of you have any experience with RAD's Granny Animation system; the 3DMAX exporter in particular? I have having some trouble exporting models with multiple material IDs. Any help would be appreciated.
Thanks for your words, I am glad that you like it, I used Vray for rendering, Forest pack for greenary, and Pheonix for smoke effect in 3dmax. I did compositing and light effects in after effects.
Hi everyone! This is my new work based on Masakazu Katsura characters and the girl on the video vlip Wake me up. This character was made on Zbrush, 3dmax and Keyshot.
Excellent video. This guy is a master at SubD. Does 3dMax have a similar tool like Wrap Deformer in Maya? Edit: Nevermind. I looked at the past comments.
Hello, I`m having a bit of confusion on how to plan my workflow. There are two main things I want to achieve: 1: Paint my color base with Polypaint in ZBRush. Bake this eventually. 2: Use 3DSMax's "Hit Only matching Material ID" function to avoid baking issues with close geometry. I'm aware that XNormal does not support…