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Tips & Tricks Autodesk 3ds Max Design 2014: Populate tips #3: Populate skin options

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Published on Jul 9, 2013

In this series of videos, I will demonstrate various tips and tricks with Populate, the new sets of tools that lets you quickly and easily add animated characters to your scene. Tips #3 will show the different skin options available with Populate. **Note that the Custom Skin, Crowd Skin, and High Res Skin options will be populated with Multi/Sub-Object materials composed of Arch & Design materials, however, when using 3ds Max, Populate applies a Multi/Sub-Object material made up of Standard materials to each crowd member. In both cases, each crowd member is assigned one of a variety of materials, at random, to vary the appearance of the crowds. To switch from using Standard materials to Arch & Design as components of the Multi/Sub-Object material, open the Custom UI and Defaults Switcher and under Initial Settings For Tool Options, choose a mental ray or iray default such as Max.mentalray, restart, then re-simulate

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