Baking is finally done! I followed Shepeiros tip and flipped it all, works out great! It landed on a little less than 5000 tris, now to do the texture. Here is a screengrab from max viewport, gonna either put it into marmoset or use Xoliuls 3dsmax shader
Oh you guys dont you know...Soul wasn't "born" he was made by undescribable powers beneath a haunted desktop with 3dsmax 3.1 >.>, i suppose we are celebrating that date <.< Well Happy Birthday you unholy apparition you ~ <3 mines was on Sunday...cough
Baking out to FBX should do it. Make sure you start from the original animation, not the one where you tried to bake it. Make sure to learn the exporter bake settings; https://help.autodesk.com/view/3DSMAX/2022/ENU/?guid=GUID-31EA2A4F-A126-498B-96E8-31811522738A
Blockout finally finished in 3dsmax at the 3rd attempt. Plan was to keep the elements separate and then sculpt them individually in Zbrush for the damage /stone chips etc. 10K polys in the scene with 21 pieces. Still easy to adjust proportions at the moment. For the record I did decide to go non symmetrical as per the…
@Lythrae thank you! @tsco I have a rigged version, but I didn't upload that to the gumroad since it's only for 3dsmax, and its also pretty basic.. and too many ways that it wont open correctly for people who download, and that would require too much troubleshott :/
yes, the cage fully encompassed the high and low poly. Looking at my 3DSMax viewport screenshot the idea pops up that maybe my low poly should be smaller tan my high poly (?) (most of the problem areas coincide with the areas that overlap in the HP/LP).
Has anyone found a good solution to this? I still find max snapping to be pretty terrible. Ideally I would like 3DSMAX to snap every 10cm IN ALL DIRECTIONS. Complete orthographic snapping without difficult grid setups. Essentially how UE4 is by default.
Right I'm going in with both feet. At home I am not going to use 3dsmax until I finish this current project in maya. It might be tough but I will do it, and it will be fun. I can post screens here and so on and hopefully after that I will be set. :D
Oh I found something kinda like what I want but its just for 3dsmax :/ A stand alone application would be ideal for me, like xnormal but just for packing objects into one sheet. http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator
Acually I have he same problem, maybe can be the path with space ? or I'm doing wrong with .ui file and Python code? , my actual path is: "C:\Users\sergio.espinosa\AppData\Local\Autodesk\3dsMax\2017 - 64bit\ENU\scripts\Espi" thanks!! ^^