well what I meant before was to save the settings as default you revert to the 1st channel hit reset UV channels open the uv editor and then save that state as the default one. If it doesn't work:* re install max * contact Autodesk, or check for updates (I never had this though) * write a script that wraps adding the…
Well.. GPU testing is mot new anymore. That's why it is off by default. After GPU hit testing is released,. max dev re-did CPU testing. Now CPU hit testing is as fast as GPU, It also has less issue. GPU hit testing has issue with non-mesh objects. SO, CPU testing is default now. DShepard could u share a part of model?
A large bulk of my coloring process is to make a fill layer, give it a black mask, add a 3D distance generator, then a light generator set to multiply above it. Finally I often add a paint layer on top of those two to manually tweak the mask as a final step. Many other things often change once I have that setup, but my…
Thanks again for all these chamfer improvements, they are making a big difference. I am getting a bug in 21 where edges with 0 weight are getting chamfered when filter all edges is on. This seemed to work fine in 20. Would also like to make a case for edges being 0 weight by default (or an option to set a default creation…
Hello guys. I want a help with retargetting animation between different skeletons. I want to use some Mocap animations inside UDK Engine (Unreal Engine 3), as I am creating a third person shooter game. I am trying to retarget these mocap anims to the default UDK/UT Skeleton. I know I can use a custom skeleton, in case, I…
So I fixed this! When you import your normal map texture, make sure that you have it's Compression settings set to TC Normal Map. When imported it brings them in as TC Default, which is not for normal maps. Also make sure that in the material editor that the normal map node is a normal map node and not a default one, this…
Thank you for your tips! Alright then. No cheating it is, just the way I did it. I know you said no renderer, but what about using the default scanline renderer without tweaking its settings? Asking this again because I 've had people tell me the default scanline renderer(as long as I do not touch its settings) can be…
High! I 'm new to poly count and just signed up to talk to about this.... I just started using the Art Renderer and noticed there is a "sun" like light in the scene by default. Can anyone help me understand how to control this? (Most of my lighting/material creation experience is with Maxwell) My scene is basic primitives…
So some projects do this and some don't. I loaded up the "Default Cube" project from Lightbox and it works fine. I open one of the mannequin projects and it has this red hue. STRANGEST thing.... I thought my startup doc might be borked so I saved over it with the Default Cube one that worked correctly. Restarted ZBrush and…
Cheers, I'm a student doing portfolio work; and whilst i've created base mesh's in the past for my characters, I find it quicker and easier to use an existing base mesh either from Polycounts library or zbrush's default. Would you kindly advise, whether this was appropriate or would it be more beneficial to use my own base…