Yeah honestly the max system is pretty strange and convoluted. In maya you can simply select an edge loop and set it to hard. Max you have to make a face selection, and then assign it to the weird smooth group system thing. If you want to do something more complex like have a hard edge transition from hard to soft…
Fist off a big thanks to everyone who has been helping me out in the Google+ hang outs. There are so many of you but the ones that come to mind fist are Ben/polygoblin Andy/metalliandy, Donavon Young, Darren Horrocks, Steve Warnke, etc the list goes on. Thanks for all the help and tips, Here only for now I'm calling him…
ya i use 2 main scripts with my lowpoly the first is for make all my UV edges hard string $objList[] = `ls -sl -o`;string $uvBorder[];string $edgeUVs[];string $finalBorder[];for ($subObj in $objList) {select -r $subObj;polyNormalPerVertex -ufn true;polySoftEdge -a 180 -ch 1 $subObj;select -r…
I have Shift-R set to open the Relax dialog, and I always use Relax by Face Angles instead of by Edge Angles, with Iterations of 100 and Amount of 1.0 - works perfectly for nearly every possible outcome I've come across. Basically I just slap an Unwrap UVW modifier on top of my object, select any bunch of faces I want to…
Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint + a few subtle Photoshop touches . A workflow I abandoned around 2008. Zbrush forces you to make art decisions , to evaluate your every touch carefully . Super inconvenient micro…
* Copy/paste material properties (i.e. right click the microsurface properties on MaterialA, paste to MaterialB) * Select multiple materials to batch export without having to export entire scene * Hotkey to toggle minimize/maximize all panels. * Color picker * The gizmo is a little screwy - sometimes rotation is reverse…
Ha! Sorry, I was so confused because you said you were trying to do exactly what you were showing. I'm having trouble understanding Paule's quote there too. But basically you just multiply the starting position by the spinner value. It get's a little more complex when you have to handle undo and canceling when dragging.…
Thanks for the input. Main reasons for me why I had this automated in this way are: 1. The masks are obtained trough the same algorithms of rendering as the normal maps was generetad, so edges, transistions, antialiasing etc are all the same in both masks and normal map. I also used to do it with wand selection but it's…
hello spoon For the first part of your question : what I'd do is grab the magic wand, set it to zero tolerance and no blending, and selct the outside bit of the UV chunks (or maybe max esports alphas with rtt? not sure) >ctrl+i to then invert the selection >ctrl+j to duplicate its content, two times >blur the lower copy a…