Btw I came across some weird triangulation issues in xNormal today when testbaking another object. As xNormal requires the mesh to be an editable mesh, before exporting, the editable poly must have both editable mesh and projection modifier, right? However, the editable mesh modifier somehow seems to change triangulation…
Here's a real quick script I wrote. It doesn't have a lot of error checking but I dont have the time to spend on it. Just select some geometry and run the script. It will loop through the selection, add a material modifier, sets the mat id of that modifier to a number, takes the current material and adds it to a multisub…
If you want to solve it just within that UVunwrap modifier, here is another way by using TexTools: Using the Symmetry tool* you can mirror averge values on booth sides or like in your case select half of the faces you want to mirror and translate them to the other side: * Next select the half of the faces you want to…
Finally I Override 1/2/3/4/5 standard editpoly hotkeys with new macros Now hit 1 or 2/3/4/5 ==> go in vertex/edge/..() mode re-hit 1 or 2/3/4/5 ==> go in object mode and you can select another object! I have added a line, with "Max modify mode", like this, if your are not in "modify panel" when you select an object and hit…
Don't worry, that's a problem with the subdivision algorithm in Max they didn't solve in decades. If you collapse the turbosmooth modifier, you'll see clearly how your UV has changed on borders/seams. As workaround: It's solved partially subdividing x1 and relaxing again the UV chunks. Not all apps have this issue. I work…
Ahh yea, warp mode, I thought you meant transform mode. I don't know of any other app that has those specific warping handles. The convert to mesh and manipulate is probably the only good option inside of 3dsmax. That would be pretty cool! If you find good work around, definitely post it! But I think you already came up…
Hey trebor777 thanks for sharing this! I was testing it out before I add it to our wiki, but I couldn't get it to work. I've probably got the steps wrong though. 1. Make a teapot, collapse to Editable Poly. 2. Deleted all elements except the lid. Select half the faces, Detach. 3. Select the vertices along the seam, click…
well, i once made some clouds having baked in lighting and there was a technique that might work for you. 1. unwrap your model automatically 2. render to texture your vertex color 3. change the map in photoshop (hue/saturation) 4. import the new texture into max again 5. apply it to the mesh 6. apply a vertex color…
thanks for the fast respond Eric . well yes this is for rendering in Max but i might try rendering it using unreal engine 4 that is why i didn't use 3d procedural displacement i don't think it is possible to export that to unreal but i am not an expert for sure . i think i didn't make the problem clear enough ,well this…
It's good, but it still lacks a lot of tools and conveniences which force you to take extremely slow and circuitous approaches to various tasks. Take Radial Array for example. In most tools you would just hit the Radial Array button, then define an offset and number of instances. In Blender, if I remember correctly, you…