@Axi5 I see. I guess I should still stick around with DC Bool Manager. I just wish Autodesk would sort out these booleans one day. Personally it has been the worst thing in Maya for me.
Thanks Axi5, I tried resetting the normals but it didn't work. As soon as I read your posted I remember I had to use that fix a long time ago to fix almost the same problem. Unfortunately it didn't work this time.
Thank you all @poopipe @Axi5 @"Bruno Afonseca" I decide to set the soft cap at ~3000 tris per prop and test them in a scene later. By then I should be able to reduce poly in 10s of thousands per scene (if necessary).
@hansolocambo @Axi5 , on the official Github page, scroll down for the Pre-compiled binaries, download for windows or anohter OS, https://instant-meshes.s3.eu-central-1.amazonaws.com/Release/instant-meshes-windows.zip unzip the file and (in the case of windows) the exe should be ready and available.
Update So I did like Axi5 said: And on first I even thought that it worked, but closer look revealed that there's still some difference in height. Any other ideas? I might sound just annoying now, but this mess with mapping really drives me mad. Sorry.
As Axi5 said if you make normals explicit before splitting your mesh ,they should stay same and intact after detaching . if you want to fix it on already detached object the only way I know is Noors normal theft script . It can transfer normals from one object to another .
Axi5 said: I did click, and nothing appears. I tried doing something from a tutorial ( a low-poly model) but can't do what the person showing did. Obviously I'm a beginner ,so probably it's a dumb question, but now I need all the help I need :smiley:
@oglu Yea im on the latest version of Maya update 3. i was hoping it would fix the issue, but nope. i guess i just have to wait until they get around to it. @Axi5 i never had a problem with windows causing a problem with maya. It's not a big deal but it would nice not to restarting the scene.
Thanks Axi5 . It works for me now. They definitely have a special talent of making thing as confusing and puzzling as possible. Comparing to Blender shader nodes for example with Input and output groups . I have never had to read any tutorial for most parts of Blender. It's kind of self explaining after a few clicks here…
Hi Axi5, I followed your advice to modelize corners. It looks much cleaner this way. I've also tried to unwrap and apply materials. The model itself looks kind of flat, even though the mat makes it pop a bit more I will make the indents slightly stronger and add a cornice at the very top