xref is the term to look for in max: http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-F9CE15BD-FD57-4671-8F3A-8E742B766555-htm.html
Excellent work mate. Blender is getting better and better. I am also a previous 3dsmax user as well. I still love the program though but with Autodesk prices, it had to take a back seat :- )
Hey been a while but I just remembered something Anyone wondering, I might have an answer here: http://www.debrismaker.aarondabelow.com/v1/index.html Plugin called debrismaker for 3dsmax looks really interesting
Well, I'm using XSI and have been using 'Extrude around curve' for my tracks. Anyone know the alternative to the 3dsmax path deform modifier for XSI? Because it seems to be a very handy tool :)
You can render it out, just not with the scanline renderer. http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-02B83BCD-6621-4F0F-878B-9781A07C996-2310.htm,topicNumber=d28e449292
Modo for students $149.00 Maya for students $0.00 free for three years 3DSmax for students $0.00 free for three years Please explain as I would love my students to learn Modo as well.
Opps probably should have quoted this Neil doesn't have an object painter script for Maya, there are object painter scripts out there, but the only one Neil has done is for 3dsmax. Everything else was fine =)
Thank you for that ill show my results later on today. Still working on the diffuse. Iv manged to delete the back polygons behind the plain. It came to 9 million polys. 3dsmax handled it okay.
Looking sick. Love the textures! So how are you going about bending all of your pieces? Are you using a bend modifer and using freeform to get it to snap? That is of course if your using 3dsmax.
I wrote that for 3dsmax but I kind of depend on the RTT (render to texture) methods build in that provide the option for bleeding I used a HSR or that rainbow range to make each element unique and in full contrast