Hello, the problem in this case is to tweak a final model for a slighty different silhuete, but also happens when i'm sculping in Zbrush and meanwhile go to max for tweaking the basemesh while i sculp. Symmetry modifier wouldn't work as delete/creates new vertices making it impossible to Zbrush workflow and kills the UVW work on this first case.
My doubt, is there any workaround to symmetry a model without loosing this information? something like Zbrush symmetry, it applys the same deformation on both sides instead of apply to one side and clone to the other...
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i use this at work... it works great with symmetrical models, but if i remember right it isn't updated for the latest versions of max and may need to be fiddled with to make it work...
Another really habdy script is morphix 2, which re orders the vertex index to match another mesh, as long as they have the same vert count/topology.