good use of LODS no1 idea think about it....if each building is made of 20 or so shaders but is reduced to 1 at LOD and the LOD distance is tight....its all good in reducing shader counts cman2k-"The other big point is to focus on the objects that you use the most. If you are using an object a whole lot (like a lamp-post,…
[ QUOTE ] a script for 3ds max to make an object scatter without deforming with distance control and number of copies and that could also make the object conform to face near it , wold give you a donation from me for sure [/ QUOTE ] Sorry to by-pass the main point of discussion. but I think Johnny is looking for the…
That's why I was saying make sure to attach your objects. In the edit poly modifier you can click the button "Attach", and choose what objects you would like to attach in your scene (in your case the gums and teeth). This will make them all one object, even though the verts are not welded. When you have it as one object,…
for example: a poly -sm 12 filterExpand will only return objects if an object is selected. If using your pSphere1.vtx[300] selection as an example... nothing will be returned if that object is not in object mode. filterExpand will return an array.. depending on your selection you may need to use the -expand "true" flag to…
I have been thinking about this for a while now... In a "current gen" game(engine). Would it increase or lower the overall performance if one were to use this technique (see image below) to lower the polycount on objects that otherwise would have alot of "unnessesary" triangles on flat areas(cylindrical shaps for example)…
I frequently use XREF for my models to keep my 3DSMax files small and manageable when importing decimated ZBrush meshes. I use proxies to make viewport performance better. But XREF has a major disadvantage, it loads very slow. When I load a 3DSMax file with 20 XREF files (For each object and each proxy a different file) it…
Hi all, Got some very weird artefacts appearing on my really simple objects when baked from XNormal. They are only particularly visible when a high glossiness or metalness value is used, and only appear extremely faintly in the Normal map (I.E. I can Clone Stamp it out, but this is destructive - not a workflow I like.)…
Hi folks, I'm quite new to 3D but I've modeled a few individuals objects. However, now that I've started work on a larger scene project, I've run across issues with texel density. The plane in the attached image is a 512x512cm object with a 4k texture applied (i'm using UE4 where a cm is 8px). Now my problem is that the…
Nearly finished my basic port for 3ds Max. this little script can start xnormal, bakes high to low and can visualize the result via the Xoliulshader. hope i got not that much bugs. still new to max script :poly142: this tool only bakes one lowpoly in your current max scene. the highpoly has to be finished with some other…
Hi Guys, I made an add-on that speeds up the process of assigning materials saving clicks and time. I shows all the materials in a circle around the mouse and by just click one material it assign it to our selection, in both Object or Edict mode. https://blendermarket.com/products/radial-material-picker