Hi everyone! There's an issue I get everytime I add an Alpha Map to my textures. Look at this image... This is a simple lowpoly model, I just began to texture it. The yellow thing is a jet engine, and the black ones are some metal bars that cover the big air intake. Between the bars, the texture is transparent and makes…
Hello everyone, There is something that made me really stuck at rigging today (my first time with manual rigging no biped) actually I created bones from foot > leg > spine > neck > head, then I added helper object and did orientation constrain each bones to related helper object. when I back to refine the bones fin, I lost…
I've always used the "default Scanline" renderer in max for everything including baking AO and normalmaps. However, I've been doing a little research and I've seen conflicting opinions that MR is faster for basic rendering tasks like these (especially with multi-core CPUs). I just wanted to ask if there is much truth in…
Hey guys, sorry to bug you all but this is getting to be a pain in the ass for me. Im talking about the black tris in the screenshots, mainly around the motif as the other areas arent mapped properly yet. For some reason depending on the view I take a render from these pop up out of nowhere and dissapear depending on the…
Hi there, i have this issue that my fibermesh guides in 3ds max are completly diffrent then my result. I had this before, if i try to make something smooth or curley looking it is always edgy or straight. this are the fibermesh guides curley this is my result... so if anyone knows what is going on there, please tell me,…
Long topic field I know. I was wondering if there is a way to use ambient occlusion to determine how much a surface can be lit? For example, if I wanted to use a falloff map that uses the light and shadow functionality; could I use and ambient occlusion map or material to determine how much light will affect the falloff…
When setting the "Out of Range Type" in the curve editor to 'loop' it'll allow an animation to loop as many times as the timeline length will allow. But, if you're storing multiple animations along the timeline the loop takes the hidden parts of the timeline into account too. Is there a way to make the Out of Range Type…
Hi, So here's the problem I want to do 1 bake and don't want to cram all of my uv's into the 0,1 space, nor do I want one massive texture sheet. I don't want to explode my mesh as I want a good AO bake : 1) My High Poly = multiple objects all assigned a material ID modifier 2.) My LowPoly = Multiple Objects(all attached)…
hai there, This afternoon I was baking textures for my object , a wall of rocks. After quit some trail and error I managed to get a good render to get a preview. Now im trying to recreate the workflow and somehow the rendered image is really bad and look nothing like it. So here is the deal. I baked my normal and AO maps…
Situation: multiple scenes imported from mulitple places, each one is a mess and has multi/sub materials assigned but not necessarily each material actually in use. Want: single multisub with all objects' [in selection, or in scene] materials consolidated, material IDs cleaned up [such that they're sequential instead of…