Hello , I am not sure if I can post it here but I hope so ... I was doing a map work and I was using the feature of the gradient tool , well I needed to use it , but for some reason when I press the gradient map selecction , it brings up a new layer with the gradient but I am not presented with the window to select the…
Hi, I've been modeling this terrain in 3ds Max. Now, before you say I should use the terrain tools built into Unity for that task. I will have you know, I need this terrain to be ruptured with holes. Why? I thought it would be a nice dungeon system. My workflow so far has been modeling in 3ds Max and making it low-poly…
Hallo,when I use the "Align - Spacing Tool", sometimes my objects rotate around the spline and sometimes they don´t. How can I avoid the rotation ? on the left the objects rotate around the axis of the spline, on the right it is like it should be:
I have these options in 2015. but I don't know the name for that tool options script to feed you the bits you need. :( Alternatively, you can get to the same function via marking menus for each tool, holding down w,e,r +lmb >Axis.
Oh man, I forgot all about this until today. Maya can already do this via the 'Crease Tool'. The gist is that you select edges, and MMB-drag with the tool to set the apparent hardness. This works on polygons+smooth preview and subdiv surfaces. However, it only controls the spacing/shape of the output subdivision edges, so…
Hey guys. I've never used Zbrush before, so I'm just getting my feet wet with the tool. It's been fun so far. I decided to model out a and I'm going to full on out texture it as well. This is just a WIP thread, so feed back and comments are welcome. REFERENCE ZBrush Sculpt 3ds max model Normals applied
Hello there! In few words, I was able to import a mesh for the particles for a custom weapon on v6.84. Now with the new dota reborn and his workshop tools, I can't find where i do this so the particles position of the default weapon appear in the demo mode.. If someone know how to try my particles mesh and get ingame…
Hi guys I'm currently getting back to 3ds Max after a year of studying Maya at University. I've got a mesh already UV-ed with a ridiculously high polycount. If I was in Maya I would use Poly Reduce and Paint Weights tool to get a nice simple mesh. Any chance there is something similar in 3ds Max?
A colleague of mine has been playing around with the terrain tool in Unity recently. One thing that we don´t seem to get a hang on is how to change the dimensions of the splatmap. Changing the dimensions of the terrain itself to say a 2:1 or 4:1 ratio only stretches the splatmap (and all brushes). How can this be edited so…
video is unavailable. Bring up the tool options and Reset the move/scale/rotate tools. It sounds like you set a custom pivot for components and it's sticking. I know I had something like that when the MTK first came out, but haven't seen the issue in a long time.