3ds Max :: Selected Faces Still Red When Using UVW Modifiers
Aug 13, 2011
I switched to MAX 2012 recently and it's hard for me to texture my models because of selected faces being highlighted red while using modifier like UVW Xform, UVW Map and Unwrap UVW.
On older MAX release when you selected desired polygons to apply UVW Map for example, faces stoped being red, now it's not and I can't see how my texture is applied on my model because of that.
everytime i start Max 2014 i had to untick the "Display Selected with Edged faces" in the viewport configuration tab...is there a way to untick this permamently?
In max 2012 with latest updates as of 12/12/12 the function for seeing what faces/polys i have selected in subobject does not work. I hit F2 with no effect at all but F3 and F4 have an effect.
I'm used to being able to select and hide polygons while creating models in programs like Lightwave and Modo. It is an essential function that I can't imagine Maya lacks, yet there isn't an obvious way to do this as far as I can tell. Is there a workaround?
pre 2012, if you had display edged faces on, the selected splines would turn white - so you could tell what was selected in viewport. using nitrous, this isn't possible for us. Open GL or Direct 3D work fine but not nitrous. or is this a bug?
i got Inventor recently, and i've been working on a model of a longboard just to teach myself how to use the tools in Inventor. right now i'm trying to color areas for the griptape pattern so i drew the 2D pattern and projected it onto the 3D model of the longboard. but when i tried to split the faces of the model along the projected pattern only a few of the projected lines split the faces. for other faces i kept getting these errors:
Create parting line failed Crane.ipt: Errors occurred during update Split11: Could not build this Split The attempted operation did not produce a meaningful result. Try with different inputs.
recently downloaded 3ds2010 for game modding purposes. Running into aggravating problem. After I convert an object to editable mesh and attempt to using the Modifier List drop down menu under the modify tab..the program crashes. It freezes and becomes unresponsive.
using AudioFloat and then fine tuning Modifiers assigned to AudioFloat.
First, I think I understand that the Min/Max of the Audio Controller allows you to vary the intensity by which AudioFloat affects the Modifier's execution synchronized to the song, although I don't fully understand exactly what the Min/Max are doing, (btw - Max's help menu doesn't seem to have anything about AudioFloat, at least not that I could find).
For example, I find that when I vary Max, when using Bend as the Modifier, I can change how much the object bends to the right (higher values seem to make it bend more).
However, when I start to adjust the Min up with positive values, that seems to push the object more to the right, but when I adjust the Min with negative values, that seems to completely shift the objects bending towards the left and totally eliminates the right bend...
When I flip the relationship (hold Max negative and vary Min positive/negative), I get the reverse. So I can't seem to make the bend go BOTH left and right. Right now I seem to be able to only make bend go in one direction.
Also, I can't figure out what Threshold and Oversampling do. I have noticed that Threshold as it approaches 1, makes the bend stiffer so that at 1 there is no bend. As for Oversampling regardless of what number I enter, I don't visually see any change.
Finally, I don't seem to be able to control how the Modifier is synchronized to the instruments in the song. Right now, it seems like the Audio Float is synchronizing the Modifier to all of the instruments and the result is kind of like watching Speedy Gonzales on speed or something- it's just way too much motion but I can't figure out how to modify the synchronization.
all Extrudes = 5 when applying Normal Modifier - Flip Normals is ON Weld for everything = 0.001 Blur in Bitmap Parameters = 0.01 Spline interpolation = 11 Plane - length and width segments = 1 and so on......
could it be custom script in Scripts/Startup folder?
I have a script that runs through multiple modifiers (extrude, Quadify mesh, and Turbo Smooth) on multiple spline objects and I would like to hide these modifiers when I send the file to a friend. In my current script, I convert each object to an editable mesh, which does the trick, but it drastically increases the size of the file.
Is there a more efficient and size saving way to disguise or hide these modifiers in my script?
I need to have 4" piers ont my exterior wall. We are will be using 12" cmu at the piers with 8" cmu at the typical wall with 2" insul wrapping around it all. I am trying to use wall modifier to do this.
Im totally new to max. Im trying to draw a ship hull. I draw frames and placed in positions then i tried applying coss section modeifier and tried also to connect vertices manulay.
as the place I work at recently upgraded their PS version to CS6 and basically rendered my Intuos 4 completely useless because of the damn Alt/Ctrl modifier, which seems to control the "drag to create a copy of the layer function" regardless of the tool you're using.
It might be specific for my region, but Alt+Ctrl or Alt Gr modifer is used in order to reach certain keystokes, such as ], [, @, so when by default the brush size function on my wacom is linked to a "[" (alt+ctrl+f windows function), my tablet completely flips out and starts sending a mix of Alt, Ctrl and Alt + Ctrl function controls instead of the [ which I'm trying to use.
Alt + w/e functions work just fine, but I can't use any modifer using the alt+ctrl+w/e combo that involves creating a symbol, even while using the keyboard. For example, I can use the alt+ctrl+z command to undo something, but if I linked my brush tool to a "§", which is invoked by calling the alt+ctrl+m windows command, it will act as a normal ctrl + m command and open the curves window.
I've encountered a strange issue in PSDs I've inherited from another designer.
When I have a text layer selected with the type tool active, the font size reads correctly (say, 40px). When I actually select the text with the type tool, the font size gives a strange number (say, 38.74px).
On LR 4 and now 5, the shades of grey used to distinguish the selected vs, not selected images in the filmstrip at the bottom of the workspace are too close together making it difficult to see what has been selected. Is there someway to control the color and/or the shade of grey used for each to make it easier to tell at a glance which image(s) is currently selected?
How do you take a face/body from one pic and put it on another picture and make it look seamless? There is one thread with people putting a face on movie posters and stuff, how do u do that? I can never get it to look right.
I have two different pictures opened up on my Photoshop and would like to copy one face on the other pictures face...The pictures are slightly different in size.....and copy and paste do not work,
I want to retouch peoples faces to look better with some filter (plugin) for photoshop.I use KPT 6 equlizer, neat image or ninja filter.Maybe somebody has good expirience with some other filter?
I'm trying to put together a montage of faces which I want to place another pic over so I need to fade the faces. I've tried using fade command, but it doesn't do what I want. In otherwords I don't know how to do what I want...anyone know a tutorial on this kind of thing?
how do i morph two faces into one face.. it is kind of like the pictures people do to predict how their babies would like if the two faces were combined.. a newbie...and i am just curious how it was done..so i can fool around a bit.
I have made a cube, and given a basic cube UV map. The material I want is a standard 2D map (say noise). The problem is that each face gets the same pattern of noise. I would have the same result if I had a basic bitmap as the material.
My solution has been to make a Multi-Sub material, and then use a different noise seed for each side of the cube. This works fine, but it makes it time consuming to do something like change the color of the cube (as I would have to edit 5/6 materials).
So, I am asking, is there a way to either make the UV behave as if each face was part of the same "thing" (spread one noise map over the image/stretch the bitmap). Perhaps make an object use multiple materials (or something like that), so that I can have a Multi-Sub for a greyscale noise, and then a basic color that I can change to effect all of the sides at once.