Hello everyone, this is my first post on Polycount. so apologies If I haven't flaired my content well enough or something. So I've made this pillar in Blender, and sculpted the high poly detail in Zbrush. Now I'm trying to bake it. I'm having good results with pretty everything, except these kinds of faces. I wanted a…
Hi all - there's probably an easy answer to this but I haven't been able to hunt it out. I select a face of my editable poly it goes red - this is good, I need an indication of what's selected; my question is if it's possible to make this red 50% transparent so I can still see the diagram behind it? im using now max 7 i…
This is something I have been sitting on for a while. Fake eye refraction for viewport, Some people should be able to understand what is going on at a glance but for the people that don't. To get the fake refractive lens I took the dome that is indented into the eye (Iris), froze the normals and inverted its shape before…
I've been wondering about this I learned about the face weighted normals. Is it possible to make a normal map using the ready mesh (bevelled edges and changed shading data) as high poly and the guide mesh (the one we use to create the ready mesh) as low poly? High poly that was created with face weighted normals ("ready…
I actually find a way to fix it, it was actually that these faces were a bit off, but i couldn't see by eye. So i dublicated only the problematic faces and mirrored them over the other side, and then snaped my mesh to that temporarily faces i mirrored. And done!
So i have been working on this old max scene, where they still had to use double sided faces to show both sides of a object. To improve the scene's performance i would like to delete one side of those double sided poly's I have read quite some thread's on numerous sites. But i couldn't find a good solution. I did try the…
I just got done re-installin 3ds Max to my comp cause it kept freezing and crashin on me. I got it all downloaded and updated and all that good stuff, but when I go to make a primitive shape, it creates it in tri-poly faces....How do i change it so that it always creates any kind of shape (primitive etc etc) in quad-poly…
I'm using Maya 2013 and was wondering if I can somehow do an automatic map but have each face overlap each other? I basically want the result you get when you extrude, all the new faces overlap each other on the UV texture editor. Cheers! :D
Hello, I'm in the middle of an art test where I've been asked to create an environment diorama. In the Maya scene there are hundreds of hand placed props, a lot of which contain alpha. Now I know how to turn Cull Back Faces on/off but as far as I can tell there's no way to group select and turn Cull Back Face to OFF for a…
The component editor got the xyz position. Or you could do some thing like this: string $selectedVert[]; $selectedVert = `ls -sl`; float $vtxPos[3] = `xform -q -ws -t $selectedVert`; And just put it on a button and you'll see the result in the command line. Not sure how to do it with a face/edge tho, now it reports all the…