I think there are some in built tutorials in 3dsmax that can help you will modelling, show you a few tools to use and texturing/uv mapping and unwrapping etc. Thinking about it, I think these videos come up as a splash screen when you start 3ds max. This looks pretty promising - check out the little channels on the right…
Make your model and unwrap half of it. Afer that, throw on a symmetry modifier. After you do those steps, keep it as a whole mesh. If you need to export it or make a high poly, keep it a whole mesh. The main point there is to keep the surface continuing rather than having an open edge. The normals of the polygons bias to…
A couple things. * Put your program name in the thread title. * http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#use * Embed your images. * http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#tricks * See-Through is probably your best…
Hi all, I have almost modelize modular props for the house. I used Mudbox and max for the bakes. All props are contained in 2*2048 (empty areas are for ropes to come). 3dsmax import form Mudbox: Uv packs: Props in UE4 for lighting tests (for the moment, only normals and AO): And the start of the house's creation: C&C are…
Well, you've got to build the low poly topology on top of it and there are lots of options. Mostly I just do it inside ZBush, but you can use any other software to do this. If you use 3dsmax you can try Max Retopo, for example. There's also Topogun. Just plan ahead and break your model into different pieces if needed, it's…
It's kinda hard to find a good reason to waste your time on engine that 2 years ago didn't had even FBX support. You needed to use their 3dsmax/Maya exporters. If had never version than they supported or other program, well... f*ck :) I think right now it changed a little and FBX is there, but in the age of super user…
I guess 3dsmax? You don't need an extra script to transfer skin weights you can use "skin wrap" and then convert to skin weights. Also there is a script called Morphix that takes two identical meshes and corrects the vert table of the second to match the first. Neil Blevins also has a UVTransfer script "Transfers uvs from…
Are you talking about bezier handles on curves? You can switch biped to Euler mode but like Monster and I talked about, it comes at a price and often isn't worth it. The official documentation for Biped Euler/Quaternion is pretty through but doesn't discuss the potential pit falls...…
Probably he mean the "rotator" node in the material editor. You can rotate the texture in the shader with that. About the export settings: The axis conversion should be set to Y-up. At least its set to that at me and it works fine. As I know 3dsmax has the Y and the Z axis inverted. Lets see if it makes any change. But I…
perhaps try to import the first objectexport back into 3dsmax again. then convert to mesh, then to poly again and then reset xform on it, and then make a new export to obj, and import this second export into mudbox. are the issues then still there? is everything ok with the uvmapping? have a look into the…