Hey guys! I'm looking for the ways to improve my workflow with weighted vertex normals in 3ds max.
Here is a quick test I made to visualize what I'm struggling with now.
I'm trying to use the first one as often as possible, but since i have to manually select faces to average normals from them, it can be tricky on complex meshes. I made some simple scripts to assign Material ID on chamfered faces, so i'm basically making selection groups, to quickly select faces, invert, and use GetVertexNormalsFromFace script to get nice shading. And the main problem that i always missing those mat IDs when i'm attaching one mesh to another, or apply the different material, or because of any other reason. Sometimes i just have no time to select all needed faces again, so I use IFWN, but shading is far from perfect after that.
So how can I avoid missing my selection groups in 3ds max? Mat IDs don't seem to be reliable, and i don't know what i can use instead of them. I heard something about face flags but didn't find anything useful. And how do you basically work in this pipeline?
Replies
I hate to throw yet another tool at you. This is a pretty easy solution though, I added a snap tolerance to my tool. So if the VertNormal (after FWN) and the FaceNormal are close, it just uses the FaceNormal.
You can download the tool from this page:
http://portfolio.juantwo.com/maxscripts.html