"In 3dsmax you can bake from the 30k mesh to a lower polygon mesh if you apply the existing normalmap to the 30k mesh. It'll take those normals into account when you bake between the two meshes." That's valuable information, thank you! Could you recommend any good tutorials that walk through the process of baking in 3dsMax?
Well, after 2 or 3 days of modeling in Blender it felt as comfortable as 3dsmax, so yes I would say the transition is very easy. Anyway it's always a good thing to be proficient in many different 3D softwares so I'd recommend learning 3dsmax too. But if you just want to sell models, start with Blender right away.
shameless plug http://www.luxinia.de/index.php/ArtTools/3dsmax various tools were created using the same techniques, first seen in Blender, just like that tool, I ported the LSCM tech to 3dsmax directly. However it doesnt have the "live interactive" unwrap feature that both blender and dedicated tools have... but other…
Working on the hair of the creature, I tried to make some smoke effects, but I failed on the way so decided to make normal hair. First step was to create on Zbrush the high poly version of each hair strap with fibermesh. This is the result bjust before export to 3Dmax where I can fix and adjust some hairs, moreover I…
I think Dynamesh is dependent on size. To get a workable polycount range you just have to bring the model down to a useful size for zBrush. Im not sure how your scene/model is setup in zBrush, but if it is made up of separate subtools, combine them, then go to the deform menu (under tools) and hit unify. That will scale…
Hey guys, i m having this weird problem at work.While doing some texture work...i keep coming back to max to see how everything's coming out...but it doesn't update the the latest texture by itself.I have to RESTART max to get the updated texture. I am using 3dsmax 2008 with Photoshop CS2. Previously i was using 3dsmax 8…
I use 3dsmax too, I've tried out a few tools but in the end I pretty much stick to max. HeadusUV (not free, wonky interface has some cool tools but really not worth it IMHO) http://www.headus.com/au/uvlayout/ Crazy Butchers LSCM Unwrap (Great script) http://www.luxinia.de/index.php/ArtTools/3dsmax
Thanks for responding. I'd appreciate any more help from others knowledgeable about this issue. I'm working in 3dsmax, and although I tried flipping the green channel as suggested, it's already set up correctly and changing it doesn't fix the problem. As for triangulating the low poly, since it's all done in 3dsmax this…
Hi EarthQuake! When i set the Tangent Space to 3DSMax, i think that he flips the green channel. And i baked it With Tangent Up in 3DSMax. But anyway, i inverted the Green Channel on my Normalmap in Photoshop and yeah...it helped out a bit :) Thanks for this. But there are still some small spots where the Triangles become…
I cannot even begin to count the amount of times I've had to explain to people "Yes, yes you are having that problem using 3dsmax as a level editor. Because 3dsmax is not a level editor. Stop doing that." imo the disadvantages of that approach are really huge. Do very successful games get made using that approach? Yes.…