So I have been out of the 3ds Max game for a while due to using Maya at work and now that I am getting back into Max with some personal projects I have run into a snag. In Maya you can smooth an object and harden specific edges. In Max you assign entire faces to be smooth and separate things by different smoothing groups.…
Hello, first post here. I've been told these forums are a great resource for questions etc! I'm hoping someone can help me with this issue. I have 2 normal maps that I would like on the same object. However when I use "overlay" in photoshop it washes out the colours a little and I seem to loose height in max. I've…
I have a feeling this won't be doable but does anyone know a way to get both your textures to display in the viewport if you are using vert colours to mix them? I can only get one or other of the textures to display (3ds max 8)
I've been working on a project in Max for work and all of the sudden Max keeps crashing when I open the file. I get an assertion error on line 7881 in medit.cpp (although it doesn't say what it's asserting) and then Max closes down. I've tried opening the file on a couple other comps and it works, but it keeps crashing on…
So in editable poly there's make planar button and next to it there's XYZ, i want to map shortcuts to "XYZ" but cant find it in key list, what the hellz?!
Hey everyone! I'm currently converting to 3DS Max after a few years modeling in Cinema 4D, and I have a couple of tools that I dearly miss in 3DS Max, or at least I haven't found anything like them in 3DS Max. Number 1: Translation step snapping Simply lets you move objects a certain distance at a time. I find this…
I'm currently working on hard-surface modeling in Max and am looking for tools that would assist in my workflow. Recently I stumbled upon SyncViewS' GetVertNormalsFromFace script which would be extremely and reduce the tedious activity of manually editing vertex normals one face at a time. However, I'm having trouble…
Ah, the good old days on when the free open source of the community for max created scripts and lightweight plugins for free, and did not charge it's user-base a fee unless it was written in C++ and integrated directly in Max ADDING functionality, rather then simply creating set of instructions for something already…
I use Silo alot for organic modeling, its workflow is extremely well optimised for working quickly, I have had to switch more to max recently though as its simply a better tool for hard surface modeling. to ease the transition i wrote a few scripts to emulate silos modeling flow in max. mainly they composite similar tools…
Exporting FBX from 3ds Max to import into Unity... only diffuse texture is supported. https://docs.unity3d.com/Manual/HOWTO-ImportObjectsFrom3DApps.html#Max The way I worked when I was making Unity games was to setup a very simple material in Max, just to do the UVs properly. But I did all the PBR material setup inside…