So, I decided to start smoothing some of the assets, that I think wont need scuplting. Used a simple subdivision modifier and then smooth modifiers with shade smooth. I plan to bake this into the low polies. What do you think of this approach?
Its Really Simple 1.) I start with box with 10 subdivisions on each side..like so 2.) then i add a turbosmooth modifier on top, set to about 5 levels, then a spherify on top of that, and then a stretch modifier, you'll get something like this 3.) next I add a displace modifier with about 20 strength using a cells map (…
Hello, Want to share my work. It is a 3dsmax Modifier for topology based weaving. It has many weaving options. https://youtu.be/H7JHSDuhb_g https://youtu.be/y_tI5qgbTi0 I'd be interested to know your opinions and/or suggestions. Hope you like it!
Anyone know of some good Skin modifier tutorials? I haven't been able to find anything. What's annoying me most is not being able to mask off areas by going to the editable poly and selecting the areas I want to work on like I do with physique.
Is there any way to use the FFD modifier only on a few vertex that I selected before adding the FFD modifier? When I try to do that, the FFD change all my model once I try to save or go on edit poly again.
Does anyone know how to modify the button placement in Editable_poly and edit_poly? I imagine some ini or similar files need to be modified as I have never been able to figure out a way to do this from within max itself. Example:
Hi all! Can someone help me modify this script to prevent negative value? Lowest value that I need is 1, not 0 or -1. ( local currMod = modPanel.getCurrentObject() ( if (classof currMod) == Editable_Poly then ($.edgeChamferSegments -= 1) else ($.modifiers[#Edit_Poly].edgeChamferSegments -= 1) ) )
I am making this squirrel and wanted to use the Fur modifier and do a render to texture bake but I am not sure if that is possible...any ideas? I just see these amazing results from the fur modifier and wanted to bake it onto a map.
Does anyone know how to create the scattered polygons shown in the picture under the Modified Normals text in 3ds max? I know that this is from another thread but it didn't exactly explain step by step on how to create the modified version of the object.