Hi there, Has anyone noticed the vertex snapping bug in 3dsmax 2017? I am unable to snap my pivot to a specific vertex. This is highly annoying. Does anyone know a solution or alternative for this? many thanks.
Wooden barrels weren't (and aren't) only used for liquids.. Also the bung hole in one of the starves might be not visible form this views ;) But nonetheless one might have a tighter (pun intended) look at the staves because the are done "watertight" even if filled with non-liquids. Depending on the use case of the model…
It is nothing comparing to issues a game engine would cause. I recall U4 made this hard edges instantly revealing after you bake lightmass indirect illumination or whatever it been called there. Some SSAO techiniques also make those seams visible. Low resolution shadow maps also instantly reveals that "rounded" hard edge…
I guess at one point at least everyone tries to find a good solution for this issue. There a couple of ways to do this, depends a bit on the situation and surrounding geometry. Hope quick explanation is understandable, no images at hand right now. A) Rotate 1. make a loop cut where the corner is supposed to be 2. rip that…
somehow got interested in this and started a function that snaps the vertex points on the grid:function vertex_snap obj snap_units xAxisUse yAxisUse zAxisUse = ( if (classof obj == Editable_Poly) then( local num_verts = polyop.getNumVerts obj; for i = 1 to num_verts do(--loop through the vertex points local v =…
Thanks for the feedback guys, once again I am very new to floor design and modular pieces in UDK and 3D environments so excuse my noob questions. JadeEyePanda Thanks for the advice. I like you idea, but the picture I posted were to get the idea of what I'm going for across to you guys. My floor designs are actually quite…
@avantchoi : this is done through vertex groups. As a matter of fact I'd recommend against comparing it with your app of choice on a feature by feature basis, as that could lead you to skip over things as fundamental as vertex groups here. The functionalities you are looking for are most likely all there - it's just that…
Yea all of the FFVII characters where broken up into segments with 100% of the verts in that segment being weighted to the bone, 1:1 weighting. Some "rigs" didn't have bones and where just well placed object pivots linked together to form chains. I forget if vertex weighting was even possible on the PS1, it might have been…
Looked a bit more at snake tails, and decided the segmented approach wouldn't work too well with the back scales, so just going to sculpt on the entire tail. Working on building a base mesh with good edge flow and even quads, and it's going alright but I'm running in to one annoyance. When I make vertexes of valence 3, I…
I think it's really the difference between per-pixel VS. per-vertex lighting. The normal map is there to compensate for the lack of vertex resolution in a typical low poly model. This is really visible in the lack of gradients in a typical 2D generated map. The gradients help compensate for the lack of verts that would be…