You could also set the high poly objects to display as bounding box (right click, object properties) so you can still interact with them and move them around but they aren't slowing your scene down. Scripting the bounding box toggle would be pretty easy too. EDIT: Yep, crazy simple:( Cursel = selection as array for i=1 to…
Ok your creating a composite shader not a map, this isnt what you want. You need to stay with the standard shader, go to the diffuse map slot and create the composite map in there. this will give you a node in the diffuse slot that can do basic compositing much like a mix8layer in maya heres a tutorial on the map…
Because the object was scaled non-uniformly. in the future when you scale an object it is wise to do it in "Sub-Object mode" like element instead of "Object mode". This is why its important to reset the scale, Hierarchy Tab > Reset Scale, or like Neox pointed out nuke it from orbit with the Reset Xform utility which does a…
First thing I notice is that your normal map isn't really doing much. If your going to make a normal map make sure to try to work on bringing out all the details of the face, don't just smooth out the base mesh and use it as a normal map. I use Zmapper myself and it turns out fine but I also use a modfied file for zmapper.…
google: http://www.mvps.org/vbdx/tutorials/exportx/index.html http://www.3impact.com/3Impact_Engine/hulk7123/3dsmaxtips.htm http://www.andytather.co.uk/Panda/directxmax.aspx so there should be already available exporters for *.x. Another way would be to use a popular format and or standard and use free classes that are…
Yea it is, but those are the only two bugs I've ever run into and I've been using it since 3dsmax2008, so no other issues besides those. That's a good point about scriptablity too, there might be something like that already over at scriptspot.
they were right, this doesn't work. I was thinking of a material setup tutorial i read a while back. http://3dsmaxrendering.blogspot.com/2008/07/ambient-occlusion-with-transparency.html apologies
3dsmax2009 has a nifty spline unwrap feature added to UnwrapUVW that would work well. Since you're on Max8? I would select an edge that runs the length of the coil, "convert it to shape" which will give you a spline, which you can turn on "generate mapping coordinates". Convert to E-Poly and collapse, then delete the old…