Oh maybe because you're using the old Displace modifier? Which renderer are you targeting in Max? If you're using V-Ray, it's better to use the VRayDisplacementMod modifier.
Hi! Do you have any modifiers on the mesh you bake to? If so, check the modified UVs to ensure they are not affected by a modifier (bevel). Either duplicate a part that is affected apply all modifier, there might also be an option in the UV editor to preview modified UVs.
The modifier stack in 3ds Max doesn’t work exactly like a layering system, you don’t have an overall contribution amount control for each modifier. Some modifiers are highly sensitive to topology changes below them, and Edit Poly is one of those. It you change the vertex count below , an Edit Poly is going to freak out.…
Hi! Checked the UVs after applying the modifier as it was setup in the file. The UV borders of holes remain square, which I think explains the artifacts your getting: This is due to the subdiv modifiers UV smooth setting is set to "Keep Boundaries": You can preview modified UVs without applying modifiers by checking…
I got one for that too - used to be the main way I did HP work macroScript QuickSubdivisionStack category:"Bolton Tools" toolTip:"Quick Subdivision Stack" ( if (selection.count == 1) then ( macros.run "Modifiers" "Smooth" $.modifiers[#Smooth].autosmooth = on macros.run "Modifiers" "ChamferMod"…
is there a way i can modify the position/rotation of mulitple units using modifiers like skew, taper etc without changing the actual mesh at all (only modifying the position of the objects) edit: using 3ds max
--THIS STEP IS IMPORTANT, THE MODIFIER IS ONLY AVAILABLE IF IN THE MODIFY PANEL setCommandPanelTaskMode #modify --THIS GETS THE MODIFIER CurrentMod = modpanel.getCurrentObject()