@kanga are you sure you're in the right thread? :D @guitarguy00 no problem. I'm curious myself now. I heard back from @coven . He's one of the head Max devs. He said Maya keymap still has issues and I'm waiting to hear back on the selection modifier keys being exposed in general.
Yes, this is very old school. I used to do this years ago in Max long before S Painter. I would use blended box mapping for a tiling material and project planar uvw mapping modifiers to be painted in PS over a UV snapshot to different uvw channels for unique texturing detail.....thank you Allegorithmic.
Try clearing the Transform and Scale under the Heirarchy tab. Apply an Xform modifier or reset the Xform of selected under the Hammer Tab. If you modelled from a plane, it might be stretched in a flat way, where it might be thicker at certain viewing angles. Imported models can have similar glitches where scale is blown…
Thanks for the quick answers :) But I'm still confused. I attached a screenshot from the windrunner's FBX-file which I downloaded from valve. As you can see in the attached image, the cape consists of single sided geometry (Cinema 4D displays backfaces in a blueish tint and I didn't modify the geometry!) Thanks, polydon
Cool project. Check out John Burnett's maps: InfoTexture, UVW to RGB. http://maxplugins.de/max2016.php?search=john%20burnett&sort=Name You can probably bake them to bitmaps using Render To Texture, you could also try baking them to vertex color using the Vertex Paint modifier.
I long for the day when Ptex will become the new standard for everything (and for Zbrush to support Ptex), and we can just confine UVing the the pages of history. Though from what i've seen, the new unfold3d algorithm Maya 2015 is using looks pretty smooth. I've always hated Max's modifier stack based workflow.
SouthpawSid Thats a brilliant house. Its comming along very nicely ! Thanks feanix for sharing that little trick. Might come in handy some time soon :) I think you can edit your vert normals by adding a Edit Normals modifier in max. Then you can rotate which angle you want them on.
you can collect your own library of grimes and grunges or create them from other images then use those to modify downloaded textures to add some ownership. Create your own tiling image from someone else's photo would certainly make it your texture, "Good artists copy; great artists steal" ;)
Well there is a workaround, simply scale your UVs so they fill the lower half of UDIM 1001 (between 0-1). Then do your texturing, and once you export the textures, open them in Photoshop and crop. If you use UVW xform modifiers and manual canvas size etc in Photoshop, then it's 100% accurate and there is no fiddling…
I had thought about adding the fuller but I would've had to go back and modify the tip of the low poly. At this stage I didn't want to go back that far.... ...Or maybe I can just have the fuller taper off as it nears the top...hmmm, I'll give it a shot when I wake up :)