I had this same problem -- here's the solution: first, make sure polygon transparency sorting is turned on. This makes it so every object's transparency is based off it's pivot. The closer the object's pivot is to the camera the higher it's rendering priority is. If two objects with transparency intersect each other it…
@stray No worries! You're not adding to the confusion at all. I do think the whole upper eyesocket is a bit hollow, I want the upper fat to be fatter! @Celosia I cannot thank you enough for taking the time to write this whole crash course!! It's so concise and well explained, it made everything clicks. As you said, it…
Yes, in the video one file is loaded. That file contains all of the high and low poly objects, which are sorted into the appropriate bake groups. You can load one file or many, though fewer files are generally easier to manage. In Toolbag there are multiple levels of hierarchy: * The file reference level, this is your .OBJ…
I bake my normals using the exploded method to a object/world space* normal map. I then convert that to a tangent space after final low poly optimization and collapse the model back together for painting via substance/ddo. My question is can I use the world/object space normal map in my material makers world/object space…
Hello all! I've been having to do a lot of object transformation animations through 3D studio max, and while these work fine in Max and Unreal Engine 4, I've run into the problem where my keyframes from Max are being interpolated in Unreal Engine 4 when I don't want them to be. IE I have an object that basically transforms…
well this is a mad one i've got quite a complex max file that relies heavily on layers for navigation, export etc. At some point today (i've had my head down in Uvs and haven't really noticed when) all my existing objects have ... welll ... totally disassociated themselves from the concept of layers. Not only have my…
I did see some very old posts regarding this issue and was hoping there had been a change since then. guess not. I'm starting to use wide or long textures for materials more often and it seems super odd that there isnt a stock solution for this. I did have to make a new reference object, which turned out to be pretty…
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog. Or any texture baker that support a texture on "hires" mesh. Substance…
hello! I need a script to save and then load explicit normals for selected objects. so the process is like this: * select object * press button to export normals into a file. normals saved along with object name * deselect/object again * press a button to read saved file. script sees the name in the file and if this name…
Hi guys :) Pior asked for object space normal map so here's a new version http://mentalwarp.com/~brice/download/GenericBRDF_2_BETA2.cgfx I might create a separate technique for this in the end since I could skip a lot of vertex code. People are less likely to want to switch from OS to TS on the fly with a checkbox. The…