I read on 3D creatives that ppl use "meshsmooth" modifier to smooth their low poly model. Is this a different method? or is it the same as subD? Will I be able to extract any normal maps out of that?
" I already forgot when I did Sub-D last time. All those extra edge loops the shading is relying on just make you extra problems with LODs . For hard surfaces you do hard edges and edit normals . Who cares quads or n-gons since you put triangulate modifier in the and anyway. " I wish more artists i work\ed with didnt,…
I have had pretty good success using the multi res modifier in max, but need to do a bit of manual cleaning up on top of that to make the topology look 'pretty'. Are there any any better methods. out there
I'm trying to make a simple buster sword, and I was following a tutorial, but whenever I try to select anything in the Unwrap UVW modifier, the + disappears. Does anyone know a fix?
I started up max earlier this evening, but all my fonts within max have gone weird and the menus oversized. on the modify panel, the font seems to be a very low res system font. sigh
Hey guys, Quick question ; I'm trying to make grass along a road. My problem is that the transition between the both is really unrealistic. (see pic) Do you know how to modify that and make it smoother? Thanks !
Hi, I wanted to ask if there is a tool that allows u to use the uv grid setting in the UVW unwrap modifier in 3dsmax to slice up your model into seperate elements or objects. This is very useful for very high detail texturing. Thanks
I was wondering if anyone has made one and is willing to share it. I've looked into the stock one thinking I can modify it but I have to relearn FX-maps again and it's time consuming. Would be cool to have such node.
https://www.youtube.com/watch?v=L5Y5YDt6G40 given my null knowledge of 3D use the external wooxy program to add the particles done manually Modify the Q W and Passive and this comment is taken from google translator.
Hi, thanks for sharing this work. I've started to go deeper into clean topology and now wonder about some triangles, for example the one above/ahead of the rear wheel arch and the ones around the door handle. I expected the subdivision surface modifier to do weird stuff there, but obviously it didn't. Can someone explain…