Anyone know how to achieve a parallax mapping effect using 3dsmax's shaders, specifically for rendering with mental ray? Or a way to shift texture coordinates depending on camera angle.
#wipwednesday project Bozhentsi #environment I worked with some props using made with #maya #3dsmax and #substancepainter using trim sheets, and implementing on #unrealengine5
Hello all, for a while I've been stumped on how to properly achieve forearm twist in 3DSmax. Out of the many methods I had found, I followed this tut: https://www.youtube.com/watch?v=TJmMTJboqJ8&t=3s It was the best one so far, however, the twist bones would weirdly snap in a different orientation if the rotation of the…
Hello, I've stumbled on a little problem when trying to bake normal map of a tileable object with render to texture. 3DSMax seems to render these outlines to output. God why? http://imgur.com/a/4xj15
So we got a bit ambitious and are a bit stuck now (3d artists, but not riggers per se...). Any ideas on how to recreate this kind of zipper-rig setup (Ideally in 3ds Max!) that later has to be exported/imported seamlessly into Unity? - https://www.youtube.com/watch?v=L8XmVA25uZo&ab_channel=EasyRigCGI…
Hi, I'm trying to use the deferred decals in Unreal. I created a decal sheet and now I need to have two materials for it. One for the Normal Decal and another for the Color Rough Decal. Unreal doesn't like it if I split up the mesh that the decals go on, so one plane for the Normal and one for the Col. The best I can come…
Hi guys. When i am using uvlayout plugin for 3dsmax 2014 i bake normal maps from hipoly (after UV is ready) and for some strange reason it causes very bad result. it look like all smoothgroups are missing and each polygon on lowpoly has own smoothgroup. Who can help me with that?