Assuming that seam is just not perfectly placed vertices on the 0 X coordinate, here's what you do. 1) Grab all the edges that you need to be centered. 2) Select> Convert Selections > To Vertices 3)Put "0" in the X coordinate box (the Coordinate boxes are to the right of the quick render icons ABOVE the shelf.) >> Your…
I don't get it. One of my pet hates with max is that ignore backfacing only works if the surface is facing away from the viewport (self explanatory). But what about the majority of the time when there are vertices behind the surface you're woking on which get selected because they're not backfacing? Viewport clipping's a…
Yeah, post an image of the model without the texture. Given the nature of your question I assume it's not painted into the texture, but it's pretty hard to tell from that image. As Ben Apuna says, it's most likely a dodgy smoothing group or hard edge. Equally likely is you have some duplicated vertices there (two vertices…
Oh sorry, forgot to mention the important thing. No, this is the md5mesh re-imported in max using der_ton's scripts. But if you think about it,. the bases of the triangles are were the seams go. They are always double the amount vertices there when I re-import, but welding them and re-exporting doesn't seem to do the…
Does this happen at a vertex in the spline? If so, maybe check if it's actually two vertices. Flipping is common (like 180 degrees around the long axis) but this 90 degree angle looks odd. Maybe post the file if you can. Save it back to the oldest max version it lets you. Edit: Sorry, hadn't seen your latest reply. Groups…
In the tutorial on making a still image, it was mentioned that the texel density of a building in an Enivironment piece is determined by what percentage of the render size it occupies. For example, if the render size is 1920 x 1300 and the height of the first floor walls is about half of the render size, the vertical size…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Regarding the POV since you're doing this vertical thing. Have you tried to see what results you get if you mess around with Preferences -> Apect Ratio Constraint? I was thinking that in your computer settings you could set your screen to be vertical and then change the settings to the Y-axis instead. Then you'll have a…
Yeah that's what I meant. The topology of the roof is perfectly fine in my eyes. However I think I'm going to have to produce the roof again. See, what I did to triangulate was, I selected all the vertices and I used the Connect tool. This essentially makes everything triangular. Now I've done something accidentally to…
Yavne writes custom normals for vertices. So it's possible to set an arbitrary normal on a given vertex. If you know what "mirroring custom normals" means then it might be possible to write a script that does that. Say, the mesh is centred at the world origin, you have two vertices, one is opposite to the other based on a…