Now I'm a little confused again. I applied all modifiers (meshsmooth/turbosmooth) that generate subdivisions, so I get the final high-poly Mesh which I exported. I guess I've not yet grasped the concept of the sub-d cage modeling, unless it's the same as having an On/Off-Switch for added subdivision (the supporting edge…
Another update today (v1.43) introduces stitching normal at collocated vertex locations (like element borders). Also added a new custom attribute that gets added to Edit Normals modifiers so that most of the Normal Tool functions become available directly in the modify tab. Finally, most functions have now been converted…
I think you may be making this more complicated than it needs to be by using NURBS and lofting and all that. Personally I would just simply box model out the junction shape like this. Then to quickly get it to resemble what you already have you could subdivide it a few times, smooth the geometry with either a relax or…
One thing that you can try is deleting your turbosmooth modifier, convert the mesh to an editable mesh, then covert the mesh to an editable poly, then reapply the turbosmooth modifier. I am really not sure why it is but on occasion I have had max do some odd things with smoothing and somehow going through this process…
People dont often know more than you mark... I got around this recently in a hacky fashion by using an ffd modifier under the path deform recently - its hardly precise but i guess you could use a twist modifier instead Id probably use a loft for this as you have control over the twist. Theres nothing stopping you…
Working on a wooden cart. So many parts to bake which is making this difficult to complete. At the moment I'm having problems with the normal maps baking with weird seams on the edges where I put sharp edges (using the sharp edges and edgesplit modifier) The edgesplit modifier physically splits the vertices though I've…
regarding the projection modifier (which is a interesting idea) from: http://forums.cgsociety.org/showpost.php?p=3727554&postcount=10 so apparently seams can go messy (which is fairly reasonable) but to me it sounds interesting enough to give another new script idea a try - which is just like the thread title: projecting…
you could just map the "Toggle end result" to the space bar and when you are editing the polygon object you can just hit space to toggle your turbosmooth that way. As for the + and - thing, who cares? just stick 2 or 3 iterations and work like that. Any iteration above 3 is going to look the same anyways, amirite? to map…
Hopefully this is clear. I want the strap (bottom of the image) to droop over the side and behind this bolter (pink line). The strap ends (green) need stay fixed to the rings (in yellow) I've had a look at at skin wrap modifier/using low poly plane to get the desired effect, but it causes horrible stretching of geo. I also…
Very quick question. I would like my SBAR file to allow users to modify the albedo color and the roughness value. I don't remember how to do. Thanks in advanced.