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Bentley Squeegee

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Everything posted by Bentley Squeegee

  1. I also cleaned it up with the entire thing selected and welded to see if any vertices were removed as I read about it creating extras, but nothing changed. Below is an image I have attached of how the mesh is behaving when textures are applied, This is current in world as well as in 3ds max, As stated, the sub material changes 5 of the 7 faces when I change the particular material name.
  2. Interestingly, I have tried all these things as suggested, I created the boxes one smaller than the other for the hole as per usual, Made them both editable polies, then boolean operations, the converted that to editable poly, then I dide a few little face chamfer's and stuff to make it a bit smoother, smoothing grouped ect. Uv mapped with no troubles at all and set poly id's for all the parts, then attached all the corresponding boxes and exported Just a question, is there some where to view unseeable faces? maybe the face that is causing this problem is somehow invisible in the viewer? its a rather confusing situation as I have used boolean many times before and its imported just fine, yet I have tried remaking these boxes twice now and nothing has changed...
  3. Maybe it is caused by the proboolean modifier I used to create the hole to begin with? when I export the file in OBJ format the hole closes up? would this be the cause of the issue somewhere along the line? if so how would I fix that and stop it from closing up?
  4. interestingly I have just tried to change the name of one of the "Material 3" materials and all 5 with that name changed to match my new name? I am now completely confused
  5. Thankyou for your reply, its much appreciated, Hmm I have now done that and it oddly has a material named "material 3" for 5 of the 7, If I change thoe names, would it work correctly?
  6. Hello folks, I am not sure if anyone has experienced this before and I have tried every possible workaround that I can think of to no avail. I am trying to upload a very simple set of stacked cubes with holes in them, these cubes have 7 faces with a multisubmaterial of 7 faces and UV mapping attached and a collapsed, However when uploading to Secondlife, it seems that the mesh only takes on 3 of the 7 faces :/ I have tried exporting it using Collada from 3ds max, which fill in the holes for some odd reason, opencollada plugin from 3ds max, which destroys the uv maps for some reason and the fbx work around which imports the mesh fine but with only 3 of the faces. I dare say I may well have to recreate them, but If there is someone who could possibly help so I dont have to that would be greatly appreciated. Regards Bentley
  7. WOOOOOOOO!, Thankyou so damn much! it worked and I am freeeeee *runs around excitedly* Thanks again Bentley
  8. If I am honest, how would I achieve that? The rotation tool bar up top is set too 'view' but thats generally set to that. I will give that reset xforms a go
  9. and yup the rotation x,y,z axis are all 0.0 at the bottom
  10. I reset transform in the pivot menu, however affect pivot only was selected, could that be the issue?
  11. Hello all, Now I have hit a bit of a wall that is bugging me considerably, When I am uploading a recently created mesh it seems that one of my LOD's is getting flipped on its back and I cant for the life of me work out why :/ I have tried centering the pivot point and also reseting the rotation but to no avail: below is an image of what I mean and how it is affected. I would be really greatful if someone could shine some light on this as I desperately need to keep the low LOD, Im hoping there is a simple fix ( I am using 3dS Max) Best Regards Bentley Squeegee
  12. Thanks for the help, I played around with opacity but to no avail, hopefully someone on these forums is proficient in max and knows exactly where to find the button of kindness
  13. Hello there, Now I have been experimenting time and time again with this one and always ended up creating one in photoshop, Now I am baffled and I am wondering if its actually possible to do so. Basically what I want to render out is a drop shadow for a chair that I am making, I have baked all of its shadow maps ect, but I am clueless on how to get a shadow map on a ground plane that has an alpha background like I see with so many other builds. I want to be able to include it in the UVW map for the base of my object, this is working fine with the shadow maps and textures for the base of the chair itself but the ground plane is still pure white with the shadows ontop. I am guessing there is a simple click of a button or a slight adjustment to a material property but I am non the wiser after playing with it for hours. I do hope someone can help me out with this. Best regards and Thanks for taking your time to read Bentley
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