Setting paint options – 3ds max Freeform Modeling And that’s the shape of the surface, the last time you activated that particular brush. And because of that, these surfaces, for example, are facing towards one another, or at least somewhat close to one another. And as I continue to paint or sculpt, they shifted towards one another so much that they actually intersected. Alright so, let’s cancel that out and show you how to prevent that from happening. Go into the paint options, and we see normal direction.
- 3ds max Camera Techniques (Gimbal coordinate space)
- 3ds max Camera Techniques (aspect ratio in Render Setup)
- Setting up a free camera – 3ds max Camera Techniques
Setting paint options – 3ds max Freeform Modeling And the default is original. Again, that’s the shape before you invoked the current brush, or whatever the shape of the object was before you clicked push-pull in this case. For a terrain or landscape, usually we want to at least start out with a height map type of approach, where we deform the surface by simply moving the vertices upward, increasing their elevation in the positive Z-axis. And we can accomplish that by changing the normal direction. So instead of original, I’ll choose transform Z. And that’s the elevation.