@musashidan You might also want to try seeing if the Edge Selection option in chamfer modifier is useful for you - the modifier also selects an additional edge in the inner corner for a smoother chamfer, but the chamfer modifier in a general case generates uglier topology connecting to it.
Another thing - why haven't they fixed the problem with disappearing vertices, and now selected edges are lined in red. These are problems that should be ironed out in the first release, you have to 'make do' because it's another of Max's foibles. For example - these have edges selected:
I think you need to flip the green channel of your Normal map. If you don't know how to: In photoshop go to channels (next to layers), select the green channel, invert it (ctrl + i), select the top channel again (RGB) and save
It could also be a sacaling thing - if it was based on another mesh or if the units are too big or too small. I would go into face selection, hit ctrl-a to select them all and drop a planar on it so at least it will scale into the window and you can see it.
youpi :-) I found how to do ! I made a mistake by selecting my initial polygon to export it to .obj file as a mesh. now I selected the new plolygon created after baking my mesh in top of the list and tadam, it works now
Like Ark said u should try to use the tesselation modifier(or tesselation in the right menu itself) on selected Polys you just have to clean up, because it produces ngons around your selection. And like fletch said, uv later.
if you have polyboost its in the selection tab, if you have max2010 its probably in the first tab under modeling tools or so (dunno why), otherwise in the 2nd selection tab. Sometimes the order and logic is a bit off in the new graphite tools.
just adding my vote for ring select>connect another spiffing one is if you need to do the old 1 edge transition to 3 edges (retaining quads and upping local detail), do a loop select and do a flat edge extrude.
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So I've spent a fair bit of time trying to replicate this using Modo and UE4. I figured I should post my notes here, for anyone who is using that combo of tools: Building decals: -Using the edge and polycenter/face snap will make building the decals pretty easy. Snap all the decals perfectly to the underlying model, and…