even though you fixed it, for others: Sometimes with a dual screen setup 3dsmax doesn't reset your panels if you revert back to just 1 screen (a bit dumb but they have a 1 screen tradition). There is a script that resets all panels including the material editor should you lose it like that. The script can be found here:…
thanks for the feedback guys! @xXm0RpH3usXx- I used both; regular boolean actualy did the job but made realy ugly geometry and triangled the crap out of it, So I didnt go with that. Most of it was probolean. Ill do what you said. @aphexx thanks man, Im still new at this. This is my first model im building in 3dsmax.…
I personally think 3dsmax smokes maya in the baking department. But xNormal is a bit more capable than either of those. Especially when it comes to handling large amounts of polygons. Max and Maya have so many more things that you "COULD" do to those polygons but never will. xNormal doesn't even pretend to do any of that…
Right.. worked on the Spec and Gloss.. and gave it a quick shot in Marmo. (Not Marmo2.. my pc cant handle it.. yeah.. its so old.. it´s coal powered..) There´s some normal errors in Marmo, that arent in 3dsMax.. no idea whats wrong with that.. Think, i´ll pause on the Pod, once i´ve made some touch ups and then focus on…
[ QUOTE ] Nice model and concept, I've got a noob question..How did you make the wireframe appear on the render?? [/ QUOTE ] an easy way to achieve this (at least in 3dsmax) is to first clone the model in place, then use the 'push' modifier just a little so it expands over the object, then apply a new material on it with…
Now it's working well. Feeling like a noob . It was due to rotating the model while importing it in 3dsMax. I thought the rotation didnt had any problem as what matter was the vertex order. Guess i was wrong. Still get a few bugged polys once in a while but those are easly fix. Thx a lot for posting Lupus;) I'l try have to…
I think the software is nice- but the fact that it builds on top of 3dsmax makes it not very attractive. My hope would be that it turns into a standalone tool just like UVlayout, Roadkill or Ultimate Unwrap 3D- so that it more usefull in a general way- beeing compatible with any other 3d application. Maybe even 1 software…
it bends and stretches some code too :) my impression of 3dsmax's UV tools is that most work under the concept of squared mapping spaces. I can't explain it but most tools and commands of the UVunwrap editor simply fail at non square texture situations. Thats why most people I know that really need rectangular textures…
hmm interesting so you create a new node (base object in max) and attached the faces to that. I remember having issues once with max baking where it would't store baking settings for objects, that very same trick worked for me back then. So I would assume that 3dsMax stores sometimes data or informations that is not…
I found a solution for my problem! I always clicked on the gradient color selection and then dragged onto the model but when I click on my currently selected color and drag its not crashing at all. I have also tried snakehook with alpha, its crashing for me too. Had no PS running in the background. I hope Zbrush becomes…