Nice working on fixing the problem. Just a note for future reference in case anyone else reads this, using the Push modifier in 3ds Max to create your cage can cause problems a lot. Usually if you've got geometry more complicated than simple quads, or essentially some N-Gons somewhere in your model somewhere the push…
Okay the cage fixed the artifacts, but the smoothing groups confuse me a little ... I added an extra "edit poly" modifier above my unwrap modifier in the stack and I assigned each island a different smoothing group, so no groups touch eachother with the same smoothing group (body = 1, legs = 2 should each island be unique…
I'm a stock car guy myself. So I only pick up the minimum mods. Usually suspension and wider sports tires for the races. Well I pick up engine modes without pushing me over the class limit for the oval races. Bone stock for anything other than races. I wish the lap leader board was broken down into 2 sections. Modified and…
If it's Max, you can also put an edit poly modifier on top of one of the heads, adjust it, then copy and paste that modifier to all the morph targets. Then collapse and reload your morpher modifier. MoP's way is just as good unless you're going to put it in a game, then you need to minimize the number of morph targets. Oh,…
My example is more a final mesh form, but you could go in and remove more polygons and make it a bit nicer I think... Blocking out would be like drawing each obvious shape as a simple Max primitive. In the attached image I've just drawn in the cylinders for all the main parts. The top is just an appropriately sized…
Perfect, could you try if this works for you when you select an object and run it (paste it in the Maxscript editor and press ctrl+E)? ePoly = $.modifiers[#Edit_Poly] -- alias, for convenience setCommandPanelTaskMode #modify -- switch to Modify panel so that we can enter subobject mode subObjectLevel = 2 -- go to edge mode…
The Wireframe modifier can work. https://www.youtube.com/watch?v=kAaToapgBxQ You can put the wireframe modifier before a subdiv modifier, but you will need to enable crease edges on the wireframe mod. There is a workaround; select all your objects, tab to enter multi object edit mode to see the meshes, set viewport to…
Two ways I can think of to accomplish this. I’m assuming the spheres are not attached using a wire or controller because querying that would be the fastest way to find the vertex. So... 1. Get the position of each sphere. Then loop through the verts and get the distance between the verts and the sphere and if the distance…
Illusion Catalyst can also do this also with a tool called "Select n-gon". It has a spinner for the number of tris allowed per polygon. You can also do this without plug-ins or scripts by adding a "turn to poly" modifier and set the min number of tris per poly to force it divide polygons by the max number of edges. Since…
Depending on the Max version, there should be a MCG operator available as simple modifier ( UV as HSL gradient ). This is from Max 2017 and up i think. Be sure to enable "generate mapping coordinates" in the spline primitive and enable VTX color display in the viewport. If you want to render the spline, simply apply a…