The Pelt Wrap equivalent is the Smooth UV Tool in Maya. UV Texture Editor Window > Tool > Smooth UV Tool A small UI element will appear next to your selected UVs, labeled Unfold and Relax. Left click and hold, and drag to the right to tick through the smoothing calculations. If you want to retain a shape, you can "pin" UVs…
To clarify what my problem is, the edges between each smoothing group are not smoothing out and creating 2 different shadings rather than being smooth like in the high poly. I cannot give them the same smoothing group or else I'll have artifacts. I assumed that as long as I split the UV's by smoothing group that it should…
I cant shake off the feeling that this has everything to do with Marmoset's relation to smoothing groups. Whenever your nmap is being generated in xnormal and Max, the lowpoly's own smoothing is taken into account; the nmap is crafted to the lowpoly smoothing that is there at the time of render. I've never used Marmoset,…
2cat is right, you need to loop the selection. However, you can apply a single modifier (instance) to multiple objects, but I don't think that's his intention. I've gotten in the habit of not using $ when making tools for others. Instead I always operate on the selection. To fix your code, just use a variable to adjust the…
there is two different smooth in 3d the mesh smooth and the normal smooth mesh smooth is hw you divide you poligon in smaller poligons, so a quad becomes 4 quads, then 16, then... when you smooth the normals you mantain the number of polygons and reduce the number of vertex normals each vertex has at least one normal, if…
Glad to see you continuing i am sure others are just as excited to see the full results of your efforts on this one and to see it through & fleshed out with your envisioning. When i worked on my chick, i wanted the frame & objects of the project to not appear as a lowpoly 3d design. With that in mind i viewed most of the…
Here is a workflow which will be sufficient for your needs and much simpler: 1 - model out the major shape without holes in it, as a sub-d cage. <32 vertices should suffice. 2 - model out cylinders for the holes. 8 - boolean the subdivided meshes, possibly with a chamfer along the boolean seam. Mesh feedback: Manually…
I think your mesh looks good, but it seems it's triangulated or the smoothing groups are messed up. If you want it smoother, just add smoothing groups in max. select the element (hotkey 5) and hit autop smooth to start, then take off the smoothing where you want it to be rough. Another option is to take that mesh if it has…
is your high poly mesh smoothed grouped as well? Because your low poly mesh is what is getting its information from the high. from what i understand in my app, the uv layout of the low poly mesh is just telling the highpoly details where to go. And its from the high poly version that all the smooth groups etc are being…
yeahh i thought it looked higher than 4k when you mesh smooth a 4k model you get a 16k model and that is with lowest setting smooth. in mesh smooth turn iterations to 0 and check render value iterations and turn that number up to 1 or higher, and then it will only smooth when you render, if you see the smoothed model in…