Oops I assumed the first render was the source model. I don't know if this helps, but this old comment from Chris Subagio might provide a clue why the viewport shader is different than the scanline one: [ QUOTE ] The vertex position, normal, color and UVs arrays in Max don't correspond 1 to 1. Each is stored as a flat…
there are code libraries that will optimize vertex/triangle order internally, and can also generate for long strips. It is too hard for an artist (human being) to predict all the "vertex splits" and still manage to make a optimal mesh, leave that to algorithms, as whargoul suggested. Make it pretty stay within "limits"…
@killnpc that's a cool idea! Rigging/animation is something I bang my head against every now and then, just to get tangeled up in all those contstraints and animation curves. But one day :P A quick update with the recently "completed" Bi-Monthly-Environment-Challenge to document my process. Used tiling surfaces and a…
1- we can paint vertex color on model and blend them using vertex color. with/without mask texture in blend edges. this way when we want to export model to game engine, it should export vertex color with model. and used textures. 2- we can make an mask texture and blend textures using that mask. where is black will be…
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…
You have two problems: adding a new piece of geometry to already rigged, vertex weighted and animated model is first one. Correct export of animation is second one. For the second one, Eric pointed you right. For the first one, attach new piece of geometry (pants) to already animated original model that is in it's 'Rest'…
I think there's a little confusion here - your low poly could be 500 triangles and look good with baked normal and texture. I'm guessing in baking, your source is not the 10mil high poly, but the 10k? Or you're not baking textures, but projecting polypaint? Polypaint in Zbrush is practically vertex color, and if you don't…
The edges where UV seams are could be split/hard /sharp since a game engine would split such edges anyway and edge vertex count will be doubled at such edges. Any other edges should be smooth/soft and making them hard where no UV seems are just makes extra redundant vertexes to calculate and troubles for normal map baking.…
EDIT: Get it now for free here! https://gumroad.com/l/vcolpush I started learning Max Creation Graph as a means to get the braided cables on my pump appear inflated, but not self intersect like they previously did. My custom Push modifier takes in vertex colors, in this case baked AO, and uses them as a weight on the push…
The faceting you see on your model is determined by your vertex normal configuration. If an edge looks sharp then they are considered hard normals. You might hear the term "smoothing split" thrown around, it's pretty much the same thing. If they aren't hard normals they are soft normals, also known as averaged normals.…