Excuse my ignorance, but what does Hardops actually do? All I see are boolean operations and edge chamfers, both of which can be done in 3dsmax quite easily.
Hi, I've got a character made with about 20 different materials. I know that if I merge all the meshes into one, it will create a multi-Sub material with all the materials. The problem is I want to keep the meshes separate. I used to manually change the polygons'material ID of each individual meshes to fit with the…
Well I know I could do that after drinking a few pints, but there is a certain keyboard combination I sometimes press, which I don't know of, that rotates the entire viewport. Something with pressing alt and perhaps some more modifiers keys. Looked through the max docs but couldn't find anything. Know how to do this,…
Make sure "Use Axis Center As Start Snap Point" is checked on in the Grid and Snap Settings dialog. For some reason they set the default to off. If I didn't know any better I'd think it was a plot to make people abandon 3dsmax. Since it makes snaps largely useless with it off.
this is in 2019 i was porting one of my maya shaders over and noticed some weird shit so i built a simple example. as you can see, the light is lighting going in the wrong direction .. as far as i know I've not done anything weird - the lighting calculation in the graph is pictured below (i'm aware it should really be…
Hi, I've created a high res head with the mouth closed but the lips are not welded together so it's possible to open the mouth. I created a low res the same way and I would like to know how to bake the normal map without detecting the backface. The reason for that is some of the upper lips will bake parts of the lower…
I'm trying to import a car (made in Max) to Maya but I always end up with a triangulated mesh. I've tried -FBX with triangulation unchecked - still triangulated. -3ds -obj I hear some people say it can't be done. Can it be done? Is there a format that can do it?
I have already tried to: Reset XForm and convert to Epoly Edit normals, break, and unify Import and export from Zbrush Reset the smoothgroups to 1 I export with smoothgroups on (Both OBJ and FBX) Does anyone know what can cause this problem (smoothing or normals)? And what can I do to fix this? I get this result in…
Whenever I select a group vertices to snap using vertex snap, it only snaps according to the center of that selection rather than the vertices themselves. So for example if i select 2 different verts, the pivot is that the center of that distance. And the snap only works on the pivot selection and not the verts themselves.…