"Good tips everyone!
As you can see I made this thread sticky. Better late then never! 
- Martijn"
AT LAST!!
thanks Magicm:) !
"Good tips everyone!
As you can see I made this thread sticky. Better late then never! 
- Martijn"
AT LAST!!
thanks Magicm:) !
Sorry but I couldnât resist to say this; âdo all CGTalk moderators use some kind of stick to make those threads sticky?â
LOL:D
(I know⌠this was the wost joke on the cgtalk)
Due to the fact, that the viewport background function in max is buggy since ever (especially when you switch between single and 4 window layout) I prefer to use planes to map the blue prints on and place them in the correct scale into the scene.
The problem is you need shaded view, to see the mapping of the bluprints, but wireframemode, to adjust the mesh to them.
My workaround are two buttons, one that turn on the wireoption of the material in slot 1 of the mateditor, the other turns it off. the script behindthebuttonsis only 1 line long and easyto record with the macrorecorder. While Iâm working in shaded view the whole time, I can fast and simply switch between solid and wire with these buttons.
Under Customize -> Preferences -> Viewports -> configure Driver, check âMatch Bitmap as close as Possibleâ to get higher textur resolution in viewport.
if you didnât get it, check the image 
cheers
Michael
Another solution to the problem DerPapa mentions is to make the object see-through. This is under the object properties (right click). Iâve got that on a keyboard shortcut as I use it so much. You can also turn on edged faces at the same time to see the wireframe too. Toggle âedges onlyâ to see the triangulation too.
and yet another way to do it as I found out thanks to Conny, is to use layers.
Set the blueprints in a own layer, and the model in another.
In the model layer, set itâs layer properties on display to wire frame.
And on the models object properties change itâs display properties to âBy Layerâ
That way you can display the object as a wireframe even if you use a complex material, like multi/subobject material. And you will still be able to view your textured planes.
Hey Sigge! Nice one! but switching between wire and shaded view is not so easy this way, is it?
I personally have shade/wire toggle on Ctrl+Space (shade selected toggle on Ctrl+Alt+Space) and switch between both modes all the time during modelling.
Michael
In track view if you want to move a point in one axis only (ie horizontaly or verticaly) then hold CTRL and click on the point then move in the desired direction.
NOTE: CTRL is also used to select multiple point of course so make sure none are already selected otherwise you will be moving the last point selected AS WELL.
Ev
Lots of good tips here!
Havenât read them all yet, but thatâll come.
Hereâs one that I discovered recently, donât know if itâs been posted yet.
You can drag and drop image files from the windows explorer into material slots, itâll automaticly make it a bitmap material.
I have a similar script that runs through multi/sub materials to toggle that wire parameter.
But I investigated the layers briefly, and it wouldnât be that hard to write a script for it.
These are lines one would use:
To get current active layer
layer = layermanager.current
and to set the layer display mode
layer.display = #wireframe
layer.display = #viewport
One just have to remember to set the objects display properties to âby layerâ⌠which I forgot when first trying it out in the maxscript listener 
Using Light Infinite (base) Shader in MentalRay light is much more faster as mr ray traced shadows and you can control area parametres normally as with ray traced shadows.
(uncheck normal shadows when using this)
Check out this thread, very interesting read about all thing Epoly and Emesh:
http://www.cgtalk.com/showthread.php?t=146797
Hereâs a couple of tips that I donât think have been mentioned.
If you have viewport clipping problems, like clipping objects to early, right-click in the top-left of the viewport and turn on Viewport clipping. Now you get a slider on the right-hand side where you can reduce or increase the clipping.
Another one is if youâve used bitmaps in your scene that reside all over your computer and network and you want to back it up, you can save a zip file with the max scene and all the maps used by clicking File-Archive-Archive.
Excellent thread btw.
Just an addition to the viewport clipping thing. If you still get that damn clipping for some reason (happens to alot of users w/ the ATI Radeon Cards) go to the top of the viewport like stated before and right click> and go to Configure> and bump up your field of view. THe view may distort and it takes a little time to get just right but it does work. Great Thread BTW.
Here is something I recently learnedâŚ
Do you know that actually you can use ring, loop, grow, and shrink functions to select vertices while skining a character. It really makes skinning easy, especially excluding finger vertex to each otherâŚ
All you need to is open up a new maxscript window, write the script and evulate it.(ctrl+e) Then the âring, loop, grow, shrinkâ functions will appear in the âskinutilsâ category in the customize interface. So you may use them in quad menu.
Here are the scriptâŚ
macroScript GrowSkinSel category:âSkinUtilsâ
(
on isVisible return selection.count == 1 and classof (modPanel.getCurrentObject()) == Skin
on execute do skinUtils.GrowSelection $
)
macroScript ShrinkSkinSel category:âSkinUtilsâ
(
on isVisible return selection.count == 1 and classof (modPanel.getCurrentObject()) == Skin
on execute do skinUtils.ShrinkSelection $
)
macroScript LoopSkinSel category:âSkinUtilsâ
(
on isVisible return selection.count == 1 and classof (modPanel.getCurrentObject()) == Skin
on execute do skinUtils.LoopSelection $
)
macroScript RingSkinSel category:âSkinUtilsâ
(
on isVisible return selection.count == 1 and classof (modPanel.getCurrentObject()) == Skin
on execute do skinUtils.RingSelection $
)
Very special thanks to Kelcey Privett and Borislav âBoboâ Petrov for this.
If you have a number of instances of an object and you want to convert all of them to editable poly, donât just right click and use the convert to poly. If you do so only the one selected will be converted. Instead, add add a modifier âturn to polyâ then collapse to the turn to poly modifier. This will preserve the instance relationship.
I use instanced renderable splines a lot to rough out model proportions. Under the rendering roll out of the editable spline I make them 4 sided and angle at 45°. Once the proportions are looking good, I add the âturn to poly modifierâ as described above.
above the modifier stack you can type in the first letter of the modifier youâre looking for and max proposesâŚ