I have max 9 as well- and it works perfectly here- and your script does disable the show Pelt seam here as its supposed to do. if you edit your script from the button ,e.g right click > "Edit Macro Script" a script window with this script should appear:macroScript…
Editable Poly is your friend. Avoid Editable Mesh, which is just legacy code. Within Editable Poly: Cut tool: Is Max's equivalent of Split Polygon. It will snap to neighboring vertices or edges as you use it, or you can cut free-form right in the middle of a polygon with no snapping to edges. Connect tool: Allows you to…
What’s the purpose and intended use for this model once your cleanup is complete? Filling in with cloned data is not going to match the real object anymore, so it won’t be reliable as a representation of the real thing, if that’s important in any way. If none of this matters, I would suggest converting the scan into a…
I am looking for a 3D artist able to create cartoon character also rig + animation. Constraints are 3500//5000 tri and 512x512px diffuse for Unity-PC engine. Here is a preview of the character + dog : http://www.pressfire.no/image/screenshots2/0/877/1017/ss1_thumb.jpg There are many other characters to create. We provide…
Here's my progress so far. After many trials and errors. I decided it was best to have the bottom part of the wall and upper trim to be separate meshes from the wall mesh. I also model the gargoyle head. Now I'm kind of stuck. Don't know where to go from there. I have made low-poly meshes (using instant meshes). I used…
but it gets hard triangulated on export? which would be okay as long as FBX is reliable and doesn't break anything. the upside of doing it via modifier is that it is based on the internal triangulation, which you can control in Max as opposed to Maya for instance. That being said, on import side you can only tell it to…
That's a great list! May I add a few points (mostly CAD specific since that's where I meet explicit normals the most)? * The Collapse utility can be used to attach multiple meshes while keeping explicit normals. It's the fastest option as of now but doesn't support multiple material IDs. * The most reliable way to keep…
so does the high pol or low pol need to be smooth? i thought it was the low poly. In blender is the difference between hard and soft normal just the soft and flat button in object mode? I don't know too much about those things. How do I make sure I have identical normals ? edit : Baking with both set to smooth gave this…
Thanks for the input, after a good sleep I went back to it and yeah... those rocks are way too big. I looked at Jessica's work. The lancastria link takes me to a 403 forbidden page, so I couldn't look at that. Here's another piece from today, working on the base of the rock one (without the rocks). I'm happy enough with it…
Probooleans retain all of their individual operands as live, editable objects. This makes it easy to go into each operand and reduce segment counts, remove tertiary details etc. Note how this is still a Proboolean object and we haven't done anything destructive. Now our problem is unwelded verts, n-gons, and concave…