In 3Dmax7 with Edit Mesh if I right click to properties and get the poly count and then add an edit poly modifier it cuts the triangle count in half. Whazzup with dis? What is the correct count? thanks
Hey guys, I was steaming through this project until I hit this little bump. I currently have a 2048x2048 modular texture. I have made sure all individual pieces tile with themselves(edit I submitted the wrong file and this one might not but I have to correct one on my computer), but when put them together I get tiny black…
I forgot to mention that part! I'm in college right now studying 3d graphics. The courses started in august of this year, so I have about 2 1/2 years to go if I choose to continue studying at my current school. The courses I attend are designed for people who have never touched 3d modeling software before, so I haven't…
This is an another option in 3dsmax: http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-797FBC38-E08E-41DF-9D02-5C455B7C76E1.htm,topicNumber=d30e534094 An another option that could work everywhere is to duplicate the geometry, and flipping it. Then you simply add a black material to it and its…
The obvious answer is to flip the face normals then export again. The why of it is likely that the normals are flipped in max to begin with due to some quirk of the creation. Max doesn't default to enabling backface culling. select an object and right click, go to object properties, and select "backface cull" and see if…
What application do you use max, maya, ect.? 1. Scaling problems is from the imported file you chose to work with. I ran into this and I found out the solution for me in 3dsmax was wundrboy's SMD importer, you would have to reimport the hero bones again save this scene and import your items and re-skin them to bones again.…
I think ZBrush can UV-unwrap your highpoly model. It's called GAV/GAUV/GUV tiles or something like that. But yep, usually the highpoly does not need UVs. You can use xNormal to render the normals. Only the lowpoly mesh needs to be UV-mapped ( usually, unless you need the "bake highpoly base texture" feature which is an…
Ever since I discovered how to use Face-weighted normals, I've been using them on most models that I create. This however has caused me a few issues when loading the models into Unity. I'm using 3DsMax to export my models. I first discovered the errors when using the FBX exporter and loading those into Unity. Could not for…