aha fliped green channel was the prob. yay PRETTY. jsut have to tweak maps now. Maybe an option in the shader to flip green like ben's shader? [edit] yay for bald girls [edit][edit] tweaked spec a lil...
@instg8r Everything will stay live as long as you don’t turn something to Editable Poly or collapse the stack. If you need to sculpt a cutter or the root object you need to add an “Edit poly” modifier. Never collapse, never resetxform it will brake the live boolean edition.
Before exporting, set your normals to explicit with a edit normals modifier and also add a reset X-form, just in case. When importing, rest the normals with an edit normals modifier. If that doesn´t work, edit smooting groups by UVs with Xnormal and reset the normals.
i remember this guy: https://www.artstation.com/artwork/V8q0n one day we will find the right guy :astonished: edit an another since i had the time: https://www.artstation.com/artwork/oOOkBk scroll down on these guys and do not forget the likes and scroll down there also, you might find whom you are looking for. eh…
Really sorry for the bump but is there anyway to fix this? I did some searches on the forum and I think it's because I imported the model as a FBX file... which is total crap and it messed up my groups or something in that nature. Is there anyway to fix this? I tried it all.. I'm [ ] <- that close to breaking my mouse and…
Thanks kio! Changing to editable mesh did the trick! Bringing it back to editable poly brought back the soup - very odd. I reset Xforms in the Hierarchy tab under Adjust Transform yes? Does this mean I should just export this guy in Edit mesh?
when that happens i would convert all to editable poly again and use the mesh select option, select the cilinders , apply a uvw map of cilindrical to them , then colapse to editable poly and unwrap it by hand. that problem i guess that only by colapsing it again to editable poly will do
Hi there, This unwrap would not pass asset QA. Not just for reasons of texture waste but also because the parts themselves aren't quite cleanly unwrapped : you have symmetrical elements that are not symmetrical UV-wise (in other words : the "pelts" are not symmetrically laid following their center line). This may seem…
In older max versions, editable poly was by default displayed as it is now displayed with model assist. All the non-triangles (quads and ngons) are always triangulated (you can edit the triangulation with the Edit Tri./Turn buttons in the UI) but when they're flat, you can't see any difference in shading.
Smallish update; solidified his outfit even more, and edited his face and proportions quite a bit. There's still a lot left that I want to do, but I'll get there! comments & critique are always welcome :heart: