So I have made a high poly model in Zbrush, which has also been retopologized in 3d Coat for better edge flow, and then brought back, details projected and so on. So I now have I fairly well topologized character model in Zbrush. I used the automatic mapping tools in Zplugin in Zbrush and made a texture (diffuse) map,…
Hi everyone, I'm currently testing out Handplane 3D 1.5 as a normal map translator. My stuff is baked in Xnormal and the normal maps are used in Unity 3D. However, I'd like to be able to see my model with normal map in the 3DS max view port. Here are my results. So far, things baking in max look perfect in max. As…
Hi, I decided to move to Autodesk's 3DS Max to start rigging my character, from Blender. Just because it's the industry standard and they teach to use it in our school. Anyway, setting the textures up in Max are giving me problems. Especially very visible seams appear on my normal maps everywhere where there's an UV seam.…
Hey PC techies! Problem: The max 2010 mat editor rollout is not wide enough to check boxes or load maps when using direct x shaders?! Is there a way to change the width of the editor in some config file? -SP1 is installed. -This happens with all shaders, not just Xoliul's. Any thoughts?
Hello, I switched to max ... And when i bake a color map for ID map purpose. It seems that max change the color at baking even if i use the Ddo swatches [fbx] so Ddo is not able to read anymore the material based on the ID color map generated by max ... Do anybody was able to generate a decent ID map with max [wich Ddo…
I have 3ds max 2017. i wanted to bake high poly into low poly, so i exported both as .obj (xnornal plugin does not work in 3ds max 2017). After baking I came back to 3ds max to apply normal map to material (normal bump). The problem is that map from xnormal doesnt work correctly in 3ds max (both viewport and renderer). It…
Hi there, everyone. I made one of my first low-poly characters in Max. Modeling was done with orientation from the low-poly-character-tutorial, that comes with max. But i made a few things on my own. The unwrapping was done completely by myself. The problem is, that i unwrapped the different parts of the character as…
Hi all, I am working on somebody else work in Max and what he left me is a bloody mess. I have a serie a missing texture at loading the scene, but there is no way I can find what is using them in my file. He created massive multi sub material which make the search very difficult. I tried the script Super Material Pro to…
Hello good people of Polycount, I have a large model I want to break down into separate uv-maps so I can apply separate (2k) textures. How do I do this? -I stumbled across the multiple UV-tiling method called "U-dimension" (or "UDIM") and it looks perfect for what I'm trying to achieve. But the old tutorial I found…
Glow maps go in the Self-Illumination slot. Click the checkbox to turn on "Color" too (at the top level of the Standard material). I'm not sure about ambient occlusion maps, I'd probably just put them in the Diffuse slot using a Mix map type (with your diffuse texture map in the first Mix slot, pure black in the second Mix…