Hi Polycount, I'm super new to 3ds Max, and I've been having a lot of trouble with using the UV editor. All I need to do is texture several tubular shapes, but have all of these tubes share a common pixel density on their UVs so that I can tile them seamlessly once I use the meshes in UDK. This information isn't completely…
You have to enable show in viewport for the topmost level of your material. Right now it seems you've enabled show in viewport for the opacity map, which will only show you that map, which is why you have black and white. Though the black white seems like it should be flipped?
Did you look into painting your softselection ? You can paint the softselection value of your specific vertices to zero and they will not be affected by the softselection any longer. Lock soft selection has to be enabled for this ( gets enabled automatically when you start painting ) Carefull: unlocking soft selection…
Hey guys I tried the color lookup table and plugged it into udk but it doesnt seem to be working in the video the guy says to enable it but in october build there is no enable checkbox? I also have a post processing chain do I plug the color lookup table into the chain or world properties? any ideas?
wrong - the value of quality critique cannot be diminished - prove to me how it can be diminished - enabling laziness is kowtowing to a perceived standard. I've only seen art be more homogenized because there is no room to push boundaries. Everything has to be techy plating like iron man or Captain America. LOL You've…
Pretty simple actually, messed around with the attribute editor with a 3D container. Enabled animation, to give it a nice flow. The water was a just an enabled animation material with low transparency. And the foliage didn't animate as well as I wanted them to. But I was happy with the outcome, surprising how much realism…
Try enabling "Force No Precomputed Lighting" in World properties if you are aiming for only dynamic lighting in your project, then rebuild the lighting and see how it works out for you. Btw, you dont have Cast Dynamic Shadows enabled in your last test. Not sure if its related to the issue but you might want to turn it on…
@obloquy You can achieve this effect by adding a PolySelect Modifier with nothing selected, then a DeleteMesh modifier. Then make sure Show End Result and Show Cage are enabled on your edit poly object. I enabled Backface Cull to not see the inside of the mesh. You can even change the Cage color if you want.
Hey guys, dont know if this is a common issue or if im just completely missing something (Cant get anything out of Google). For some reason I cant enable "Cavity Mask", its just greyed out. Im using Standard brush with RGB enabled and Zadd/ZSub disabled. Ive tried restarting Zbrush too. Any help would be appreciated!
Hi! Looking at the screenshot, I see that in the toolbar the tool is currently set to "Subtract" and you have "vertex selection masking" enabled. So currently you would only be able subtract weight from the vertices that are selected in edit mode.