Bring the UVs back into 3ds Max, apply the texture to the model so it shows in the viewport, and apply a UVW Unwrap modifier to edit the UVs. This will let you see the 3d model while you edit the UVs.
I had a similar problem to this, a push modifier with a small value fixed it for me. makes no sense but it worked. Your speed issue may be down to Final Gather being left on. this really slows baking down
Looking much better on the second try, these workshops look like they are great for learning. Have you tried adding a subsurf modifier yet? Then you'd be able to see where you need to add controlling loops.
Not sure if I understand the question. Baking a ton of objects at once shouldn't be a problem in Max, if that's what you're asking. Just make sure all the leaves are added to the Projection modifier that's on your low-poly object.
How do you set up multiple UV channels on an object in Maya? In Max you could add multiple ones with a Unrwap UVW modifier, but I am not sure how to do this in Maya. Thanks!
Well.... Without seeing anything, I would say cage isn't far enough, or you don't have use cage checked in the render to texture... Or... you forgot to add your highpoly to the projection modifier?
What's UTPT? I'm thinking it's a safe bet that the formats have been modified at least a little from the basic UT2kX setup, so chances are Lineage2 stuff won't load in UnrealEd or vanilla program like that.
Nice progress pictures! What texture resolution are you targeting for the walkie-talkie? I think straightening UV strips where applicable would be nice. I continued some on the magic hall. Created a trim atlas to map UVs to, which I want to flesh out further (iterate shapes, sculpt, texture). Large areas will be covered…
Hi there, this is how usually my command panel and rollups look: Is there any way to force Max to always open the rollups on the second column and leave the first for the modifier sets + stack, like this? Thanks!
It's a bit heavy on the tri/vert count but I think it looks OK. I used Blenders Array and Wave Modifiers to arrange the sandbags. Then had to manually remove all the hidden faces I could and still it has very high poly count.