Hello @pableaux - here is something else to consider. You mention that you get finger fatigue while modeling. I think this is quite understandable, because in order to move a vertex almost all 3d programs require the user to : > Enable move mode > precisely click the location of a vertex to select it. > hold down the…
Measure and show edges length, segments length and faces area in real time. Work with Splines, Editable_Poly and Editable_mesh objects and Edit_Poly modifier. -- In Polygon/Element sub-object level will show the selected faces area in generic units only. -- In Edge/Border sub-object level will show the length of selected…
Well I've dealt with this kinda problem also. This problems happens because the vertex has no "weight" painted on it and this causes it to move to the world Origin (0,0,0). To deal with this when painting low poly meshes you can simply "transfer" the weight from the joint to the desired joint. So another way to fix this…
Yeah its pretty basic, the mesh is obviously just a grid that displaces only in the y axis when it collides with the character model, and the edges of the snow get a tiling detail normal map applied to it as well, I wonder if that just shader based off the angle of the normals, or if it's vertex blended and the character…
I'm hoping somebody can help me with this. I'm trying an experiment with this simple tree in Marmoset Toolbag 2. How can I lose the planar look of this tree. I've searched everywhere and tried bending vertex normals in maya but the results are worse. Do I need to bend vertex normals? If so, how do I know where to point the…
The thing that drives me crazy about xNormal is that apparently every vertex index must be the same between the lowpoly and the cage; having the same number of vertices is not enough. This means that if I have an exploded mesh, do some test bakes, decide to correct some UVs in another app and bring it back to Maya before…
I accidentally found a unified method of getting and setting sub-object selection for an Editable Poly objects and Edit Poly modifier. The main problem is that the object must be selected. I found it in PolyTools.ms script(maxRoot\stdplugs\stdscripts\PolyTools.ms), so only 3dsmax 2010 and above can use it. I am pretty sure…
Are you baking the normals within maya? If so, that's probably it. Maya's baker is bad. You should get xNormal, which is free. You'll need to make a custom cage mesh for it and that should solve your issues. Also make sure your vertex normals are actually soft. Maya sometimes won't smooth the vertex normals for some reason…
There is a few things to check first. Be sure object is smooth shaded and auto-smooth check box is checked in. Guess it's all set already based on your screens. The next thing is Blender with most of it's transfer ways looks like borrowing normals from source object face normals, not vertex ones. Bet it's basically regular…
Hi, I am writing a shader where I apply a displacement map on a surface. I am using a plane for the surface. The problem is that I want to turn the normals so that they face away from the surface after I apply the displacement map. So I created fake vertexes so I can calculate the normals, but the problem is that they dont…