I'm trying to uvmap a hand the same way I would in Max 8, i.e. cut around most of the edge, then pelt map it so that it comes out with the top and bottom halves connected and lying next to each other. The thing is, so far all the tutorials on Maya are saying that using the cylindrical and planar projections, are all that…
That's why I use the Styx plugin. Best 5 quid I ever spent. Perfect, seamless exchange between Max/ZB. Set the scale once and never have scale issues again. GoZ has always had this scale issue. It can be set up at the start of a project, and there are other workarounds but it's a pain in the arse. If you work a lot…
Anyone know the command for the garbage collector you put in the listner window in max...thought it was ()gc ....but doesn't seem to be working.... THanks
ok so i just baked it out of the box, like. Using max 2010 32 bit on my laptop. i turned off supersampliing to save a bit of time, so results maybe a bit rougher than usual. Biggest issue you have IMO is the size of the thing and the resulting low texture resolution. Maybe worth breaking it up more? The detail in the…
Hello guys, got some problems with normal maps using symmetry I've been digging this question for about 3 days and got nothing :( Here is some screens of my model: Some test cubes(standart normals without baking): - 1st cube i've mirrored by hand and welded - 2nd cube standart 3Ds Max symmetry modifier - 3rd cube simple…
Hey everyone, I'm experiencing problems with 3ds Max 2012, they're very annoying to be honest :poly127:. I've never came across them in previous versions of 3ds Max. The problems I'm experiencing is that the whole grid is white instead of being grey and black, when I select vertices and edges they remain white and the…
How can i do this procedure that he is doing in slate material editor in 3ds max 2010 material editor? I tried several times what he did there, but didn't worked right. Don't know if it can be done in the material editor but i tried to add materials as he did there: first a material blend where material 1 is a texture and…