I am working on a little project where I want to dismember the enemy characters.
More disturbing pictures here:
http://www.hipsteraxe.com/dismembered-hipster/
I needed some extra faces for where the limbs can be severed. When I put the extra faces in the mesh ends up with seams. The surface topology is exactly the same but for some reason those inside faces cause seams.
Is there any way to avoid this on a dismembering mesh or should I just strategically place the seams on a part of the mesh where a seam won't look bad?
Replies
The vertex normals are creating shading seams, because the default behavior is to average the vertex normals across nearby geometry. You want to force the normals to match the neighboring body part instead.
http://wiki.polycount.com/wiki/VertexNormal
Heh, you're welcome Scriptspot is a great place ( the best ? ) to find 3ds Max scripts and plugins, most of them for free. I think it should have its place in Wiki.
http://wiki.polycount.com/wiki/Tools#Plugins_and_Scripts