So currently I am trying to retopo a really complex high poly object(Tons of gaps and little nooks) and get a decent looking Low Poly. Sadly the Freeform tools in 3DS Max are making me rip my hair out.
Whenever I use "step build" or "surface" to fill in areas with open vertices, the damn tools pick out vertexes that are directly behind the surface areas I'm working on and connects the polygons to them. Is there a way to ignore vertexes that are completely out of view or backfacing? The "Ignore Backface" Tick under the Modify Panel doesn't effect these freeform tools.
I know there are way better tools like Maya and 3DCOAT that handles this type of stuff way better, but I'm currently stuck with Max and am hoping for a solution for this issue.
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To be honest though. Anything in 3Ds Max look hacked together. Any mayor task whether that be UV mapping or Retopologizing I try to do in another package. For retop you could look into TopoGun. I'm not 100% sure if that is the best bet with geometric objects like buildings but hey, for those you could just use the modeling tools in max.
@C86G Sounds Interesting, any chance that script is sharable? Been looking into scripted alternatives, but no luck yet.
This should be it. Simply drag and drop into viewport and have fun.