right ive got a nice height map out of Xnormal, when i apply it as a modifier in max i only get the positive normal push, not the negative, am i being stupid, how do you get it to push both ways? I need it to be a modifier so i can optimise the underlying mesh correctly
Does anyone else having problems with render to texture after applying 3point quality normals modifier and colapse to editable poly? I have no idea if this is related to the modifier, but after applying it, some objects become "cursed" and when I render to texture them, the UV is all messed up :poly122:. any clues? thanks.
Looks like a smoothing problem on the mesh. Have you tried applying a smooth modifier or clearing the smoothing groups in editable poly? Or it could also be a uvw map problem. Apply an unwrap modifier and check the seems for texture padding issue.
I actually like the stack - I never have a massive amount of modifiers in it, but it is fairly useful. When editing the UV map on a model being able to edit UVs ABOVE the skin modifier, and then pull that modifier back down under the skin modifier is great. ell, it makes my job easier. As Pior mentions, you can copy and…
Yea I took a look at doing the modifier with Maxscript, the problem is maxscript modifiers have to be derived from existing modifiers, which really limits what you can do. Did have some success using a derivative of the Edit_Poly modifier, but had problems stacking features for the preview (and wasn't a fan of making it a…
If you're object has modifiers and you're working on the base level, the snap doesn't work right. A specific example would be working on an editable poly object with a turbosmooth modifier. Snap will only work correctly if you temporarily turn off the turbosmooth modifier.
Adding an "STL Check" modifier after the 'Editable Poly' will fix the problem. You can then collapse it as well, this will turn the Editable Poly into a Editable Mesh but you can convert it to Editable Poly again with a Edit Poly modifier. Modifier madness, hehe :P
Your error happens because you're having dragCommand on Pine, which is the same slider you're modifying. You want to have dragCommand on oak do you not? :) Currently: pineSlider -> dragCommand -> Modify Pine You want: oakSlider -> dragCommand -> Modify Pine
@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.