You need to uv sets to do that. In Maya add a uv sethttps://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-45D44211-6020-4B20-A51C-7A1FD9232827-htm.html in the second set make sure all of the 0 to 1 uv space. In unreal engine you can get the two materials to blend in…
You can also archive the file, which will gather up the external texture files and bundle them together in a zip file with the max file. It maintains the relative folder structure so anyone opening that max file will have what they need, where it needs to be. Main Menu > Save As > Archive…
The obvious answer is to flip the face normals then export again. The why of it is likely that the normals are flipped in max to begin with due to some quirk of the creation. Max doesn't default to enabling backface culling. select an object and right click, go to object properties, and select "backface cull" and see if…
no Hayden Zammit said: whoops - I meant the hypergraph https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-5EC40DB1-FBD9-4553-A2FD-6D3508C9B868-htm.html
Usually that happens when your windows account is not the admin. Most of the time you need to actually be logged in as the admin for it to have proper access, just logging in with a sub-account that has admin privileges doesn't cut it. It has something to do with where 3dsmax saves preferences and that those folders are…
If you want to execute something after the UI loads and other maya startups, you can wrap it in evalDeffered (http://help.autodesk.com/cloudhelp/2017/ENU/Maya-Tech-Docs/CommandsPython/evalDeferred.html)
Your models need to have material IDs assigned, then enable "Hit only matching Material ID". https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-DDD1FDA0-AB02-44F5-BA93-44F0641961D4-htm.html
Cel-shading or toon shading is related to NPR (non-photorealistic rendering). Searching for "autodesk maya NPR" should get you some results. In Maya you have the Ramp Shader that allows you to colour a surface with a custom gradient, sampling that gradient based on the incident light on the surface. If you use a constant…
I knew there was something that I forgot! You can paint weights for most deformers, including shrinkwrap. We have selection sets, but not a way to directly reference them like in blender; any workflow using them would look like "get selection from the saved set, then do the thing".…