I remember back in the UE2 days there used to be a script command to do just that; force a tiled rendered of a single frame to get to higher resolutions screenshots. But I have no idea if they removed it from UE3. yes, I know it doesn't help :) edit: busted while typing ;)
Yeah this bugged the hell out of me in 2008. If you crease any edge, there's no going back - you get that massive thick edge display for good. I think there's a script on highend3d for getting rid of it. Still can't believe Autodesk released it with plainly obvious bugs like that.
It's super annoying. I either close it, or render out a quick preview. I bound "Make Preview" to alt-p I use it so much. You can't really relay on the viewport for much sometimes... Hey, Monster, your toolbar/scripts work in 2010 right?
Yeah, collapse and pulling edgeloops out is the way I tend to go. Seneca's unbevel script is really good for it, too - stops volume being lost when you collapse bevels out. Auto stuff only really serves to screw over anything you intended :/
I'll give OMT a try. I'm also going to sit down and work with smooth proxy and see what I can create. Do you use any custom shelve buttons or scripts you've created to speed things up at all? Thanks for the help guys
Ok so I've got the tracks modeled, and in place. wrote a script to place them automatically(which was nice). I've also included the blockout of the hull to put everything in perspective. Like Vig said. its looking too wide. I'll sort that out Critiques they be welcome!
Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
Shading/smoothing groups first, then base those shading/smoothing splits onto your uv splits (which you can then split further if needed). I find that if you do UVs first, and run a script to gen smoothing groups from UV's, you'll come out with not optimal/desired shading.
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 .
@poopipe that was my concern was that this was far too low-level of a coding/scripting solution that it was outside the bounds of Substance. If I can crack this, it would help enable some pipeline things I've been thinking about and automate a lot more work between different types of assets that all shared the same…