Thank you for the info, this is helpful! Works fine for me in Max 2016. I am able to snap the pivot from an Editable Poly object's creation center to the same object's vertex. Sorry I don't have 2017 installed to test, I never install the latest version because there are always bugs to be fixed. Maybe you should use 2016…
Check the direction of the normals for the floating geo. It could very well be gamma correct affecting the normal map Information on gamma- https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-556B3B1C-D62E-48F6-A633-DCF5172219B5-htm.html Vertex normals-…
Blender notes, FWIW... In the internal (legacy) renderer, gamma is applied automatically within node groups. You can see what's going on by dropping an RGB input node in and having a look at the values vs. the color scale on the side. i.e. for 50% gray the values will be ~0.5^2.2. This also applies to textures, so if…
Check the scale of the highpoly model in max to your low poly (possibley exporting a lower sub level, if needed). sometimes zbrush likes to export some objects at very, very tiny scale (why, I don't know). Your max front and rear ray distances are 0.5. Did you use the ray calc. to determine what these values are? (I belive…
Hello all. I'd like to introduce my sctript, called Anim Manager. [ame] https://www.youtube.com/watch?v=wSPcah6ohn8[/ame] You can buy it for 6$ here - https://gumroad.com/l/HXwqV This script pack for Maya 2016/2015/2014 will help you to improve your animating productivity in next fields: * timeline management and…
If you're creating the track using a Loft or a Sweep or some other spline technique, then you can have it assign UVs that follow the track automatically. After modeling is complete, you can use Spline Mapping in the Unwrap UVW modifier. Spline Mapping tutorial…
this is done by design in segment "2". I thought it will be more mathematiclly correct (maybe i was wrong). Shifting from TR to BL is done by sub(0.5) mult(-1) add(0.5). Stretching is done by mult with sphere mask. Unfortunately i have no idea how distortion material on particles works. One thing that comes to my mind how…
Oh wow Oh wow oh wow oh wow. It's hard to believe it's been over a year since I updated this. Mostly because I've been taking classes, doing studies, and working as a 3d artist. I have some updates for you guys, I'll wrap up this section with some of the things I did in 2015, I have a couple hundred paintings after I…
The important part of all this is inset by smooth group. To be honest I'd worry less about building stacks and stick to that. Swordslayer .. can I ask what you're doing to manage inset overlaps? I've been looking at various algorithms but I've not seen anything that isn't inherently slow or immediately suited to working in…