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!
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…
if you want to build a new set of storyboards for a portfolio, how do you pick out your subject matter, how do you decide what to board? do you look up a script on google? pick something out of a comic book? reboard something you saw on TV?
I've been using Super Clay every now and then. SuperClayMode http://cganimator.com/superclaymode-v1-1/ https://vimeo.com/189495312 I used to use PowerPreview for rendering anims, but I haven't done that for a while. PowerPreview: http://www.scriptspot.com/3ds-max/scripts/powerpreview-high-quality-nitrous-previews
I'm not quite sure what you mean by this? Maybe if you upload a sub-HD video, then it's hard to see anything. But that hasn't been a trend in a decade now. A 4K demo reel with close ups, turn arounds, breakdowns isn't going to be different from a 3D viewer outside of being scripted.
Create box in the app of your choice, add cuts and deform as needed. PolyDraw new topology over a exported copy of a lower level. Use a conform script like Max ReTopo to conform the low poly as you build over the surface of the high. Polycrunch, ProOptimize, Decimate and clean up as needed.