http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-A55E4702-263E-4768-9964-5866698784DA.htm,topicNumber=d30e564037 It's amazing how helpful google can be... It's amazing how many people would rather wait for someone else to do it for them.
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.…
I'm trying to use the reaction manager along with a composite material to have realtime wrinkle maps in the viewport. Problem is, performance is REALLY bad, in fact, it seems to crash Reaction manager...Even without trying to use it with reaction manager, changing the opacity values for the composite layers (which are just…
Hi guys, I'm currently working on a hand painted house and I'm having troubles with max view port. My texture looks very blurry and dark. I have been doing research and it is not a gamma issue. I have also downloaded the script nitrous set texture which didn't correct the issue. I have tried enabling materials : realistic…
Just found out a very obvious but handy way to emulate Silo's topology brush in max. I know it sounds REALLY obvious but it helps a ton if you protoype your models (either tech or organic) in Z2 or scan them in and then want to get a cleaner topology for displacement, render to texture or anything of this kind. It has made…
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.
Wondering if anyone knows the best way to approach creating fun and interesting characters. I have no problem rigging / modelling / texturing just wondering if using a CAT bone structure works better / is easier than going with a traditional bone rig? Ultimately I want to add particles, sounds, dynamic bones, full vesamere…
Hey guys, I am good at creating normal map using default scan line renderer, but I also want to know how to create normal map using mental ray renderer. When I use this renderer, I always get black background instead of blue normal tint and artifacts in map. What settings I should use to get normal map results ?
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.
Hello, I would like to recreate the effect off the film strip on roles to shrink from one point and accumulate on the other end , like in the image below. Any advice on how to approach this?