Oh yeah that would work aswell, sometimes what I do is I make a quick proxy mesh snapped to the originals mesh vertices, and use the proxy mesh to snap my pivot to, It just doesn't snap to it's self with any given tool, for example snapping the slice plane of the slice modifier also doesn't work.
It's probably easier to model it in the high-poly and bake it in rather than modifying the normal map directly. Depending on how many sides your high poly tube has, you can probably just grab the appropriate faces and offset them. Either method, however, should work; it's really a matter of what you're comfortable with.
They managed to add a few cool things in 2013 like the Nitrous graphics driver which seems faster than DX. That and the mCloth modifier which I haven't messed with yet. But they need to stop annual releases and focus on making the software more stable and solid. 2013 crashes very easy, and apparently I'm not the only one…
i've noticed different colors from zbrush to xnormal too. anyone having an issue that fbx exported from zbrush then imported into max has a turbosmooth modifier with 2 iterations? is this a max or zbrush issue? it also seemed to export some hidden subtools from zbrush when i used fbx. back to objs i guess. :(
I poopipe said will take you to the Wire Parameter and allow you to modify the expression. You may find this useful. I have a script that removes all the wire parameters from the selected objects. After you run the script look in the MaxScript listener for a "report" on what was disconnected.…
Selaznog: Not sure of a tutorial but what i would do is either get a flipbook or play with some fire texture and uv distortion with size by life along with some rotation to give some movement. If you check out Will Kladis stuff on 3dmotive, he has a rocket trail that you could probably modify and base some of the stuff on ?
Hello everyone! Here comes the new update! I've added many details and effects, but it's not the final version. Some parts of the artwork are well-drawn enough and some of them require more detailing. I must figure out what works well for the art and what needs to be removed or modified, color and tone correction is also…
WIP 14 Slowly cleaning up a lot of the meshes and making adjustments to some of the forms and lines they're making. Also editing some of the meshes for more interesting animation actions later. I'm not digging my version of the teeth; I'm going to go in to modify them into how it is in the concept. Getting close to being…
It's only one texture set and 2 planes variations, I'm baking some more variations now. Are my alphas too thin? I'm not sure how I'm meant to be going when it comes to applying the planes either Should I be automatically doing it with a hair modifier and making adjustments later? Or should majority of it be manual?
A nice start for a beginner, keep it up. You should throw a sub-D modifier on it (turbosmooth in Max) and see what it does. I can tell ya right now you will see some problem spots. Work with toggling turbosmooth on and off while you work, it should give you a better feeling of whats going on.