2017.What version of max are you using man ?
2017.What version of max are you using man ?
I am using 14 , and cant see sweep or lofting modifiers2017.
Loft is under Geometry/Compound objects.I am using 14 , and cant see sweep or lofting modifiers
must be something new lol
Yeah I see it now lol ,Loft is under Geometry/Compound objects.
I normally just make a cylinder 4 sides , and use the bend tool once im done just map it by handYou need to have a spline selected. Then you can create a loft object. You also need another spline that you will loft along the first spline. For a cable you will want a circle. Then click on get shape in the loft creation method and you have a cable! Under skin parameters you can play with how much detail you want the mesh to have. You can also play with the shape of object by editing the spline.
Yeah that works awesome , makes them really fast , but how you activate this sweep modifierYou need to have a spline selected. Then you can create a loft object. You also need another spline that you will loft along the first spline. For a cable you will want a circle. Then click on get shape in the loft creation method and you have a cable! Under skin parameters you can play with how much detail you want the mesh to have. You can also play with the shape of object by editing the spline.
Yeah its got UV mapping I checked everything , but when I look its just not nice , not like you showing ,Sweep modifier is the same thing as loft, only less options. You apply it to the spline too.
As for the cable, did you check the "apply mapping" box?
Yeah found it man ,It should be under modifiers when you have a spline selected. If it's not then you don't have it on 2014.
I adjusted the tiling of the checker texture in the material editor. I assume that's what you do when you bake the textures.
It should be under modifiers when you have a spline selected. If it's not then you don't have it on 2014.
I adjusted the tiling of the checker texture in the material editor. I assume that's what you do when you bake the textures.