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Messages - Shirk

#1
General Discussion / Re: Auto-planar UV mapping Request
January 13, 2017, 12:51:59 PM
Thank you! This is nearly exactly what is needed, it will make editing and iteration much quicker now (as a lot of the time I work based off of textures).
#2
General Discussion / Auto-planar UV mapping Request
January 12, 2017, 10:02:16 PM
Im not sure if this is the correct place to post this, but I am wondering if I can request a new script / feature that will help level design for other engines such as Unity or UE4. I feel as its a pretty simple request since some of the other tools (CorVex) already do this in a similar way, but not the desired way for non BSP engines.

What Im asking is if there could be a new modifier made that will automatically unwrap all faces of the mesh when creating and editing a mesh, exactly like how ProBuilder for Unity or how mesh editing and creation work in Source 2. Im asking this because having UVs created and updated in realtime can save a lot of time and work, especially for geometry and it would be immensely useful.

I hope I got my point across, if not I will try to explain better of what I mean.

Here is a video of Source 2 and what Im talking about. See how every extruded face automatically becomes unwrapped? That is what Im asking for in 3ds max.

https://a.pomf.cat/lixnsi.webm
#3
Ive been having tons of issues with displacements. First off, I cant seem to get any displacements to export into a vmf. I started by creating a plane, and dividing it into 32x32 equal parts, and then converted the selection to displacements, which all seems to work fine. But when I try to export them to a vmf, there is nothing exported.

Another issue that I am having is Im not sure how I can further subdivide/increase the power of the displacements, they all seem to be stuck at a power of 2 which is far to low for my needs.

Lastly, if I open Anvil, change displacement size and power, move the helper and have 32 rows and 32 columns and Create Displacements at Helper it all works according to plan, except that one row/column is in the correct location and the rest are offset.
#4
Thanks for the response. I added a material to the brushes in 3ds max, but the problem still remains. Do I have to add a bitmap material?

Actually, figured out that you do have to add a bitmap. Works perfect now!
#5
Im new to using Wallworm, but Im having an issue when importing the map from 3ds max to Hammer. All the textures on the brushes are rotated and unaligned. Im using 3ds max 2016.

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