They are exploding outward because they are touching/intersecting when the simulation starts. Have you tried unchecking "Collide with Rigid Bodies" in the MassFX modifier? If you do that the objects will only collide with Static Bodies. If you want to uncheck that for a bunch of objects you can select them and run this…
I like the workflow in uvlayout, but the fact of it deleiting polygons and recombing parts of the mesh in ways that totally destorys the object is a gamebreaker for me when I bring it back into 3ds max. The file doesnt have any ngons or non-manifold edges, or any double faces. I checked those with stl check modifier prior…
Apparently you can't delete channels inferior to 0. You can delete all uvw map channels + vertex color (though most of 3d format handle it) with the clear button or uvw mapping clear modifier. Generatly speaking you'd only want to delete extra uv channels, i don't think the others use extra space.
I'm going to guess it's the normals of the mesh. in 3dsMax, throw an Edit Normals on and check out the normals in that problem area. Use the move gizmo to adjust their pointing angle - that, or that need to be split, which can be done in the Edit Normal modifier (called break, will split the normals based on the selection…
Thanks Eoq. So I tried to work on this and got the following, it's not perfect and certainly not as close to the ref as I'd like but it's a start. Now if I'd like to add this to UDK I guess I'd have to make a low poly model and bake normal map from the high poly? Is that correct? Is there anything I should modify on my…
Hey, I think the best way to model this is to use the cloth modifier in 3DSmax: http://www.youtube.com/watch?feature=endscreen&NR=1&v=s9l09N7qNZI I have not much experience with it so I am not sure if you can also simulate these "plastic effects" along the surface. Maybe someone else can shed their experience on this…
Some quick ideas: heart in a Jar Weaponized accordion Crate filled with tentacle monster Dumpster that has been modified into vehicle Jack the Ripper's tool box Maybe these are a tad bit ambitious, but if you are going to be making mundane objects, sometimes it helps to give them a bit of flavor.. to shake up the cliche…
Wooo! a NSD! Assuming you got the plans off projectdalek? I did a weird sort of hybrid oldschool one a while ago: link Let me know how you go with that, I had a play around with it a while back, your best bet would probably making a new set of animations and modifying the default grunt entity.
if u do bake in max then reset the xforms of the highpoly too ...if there are still modifiers in the stack on it collapse them too. if after that it still doesnt render out right try to export both low and high and reimport them. if the reimport doesnt help try bake in xnormal and see if u get similar results. after that…
I seem to remember that there was already a modifier in max to take care of this for you but maybe that's wishful memory? I found my original file where I re-created this but I can't see any evidence of the skeletons being constrained to each other. Maybe I did find a script for taking care of this but the gods only know…