I did a quick test with a FBX file made in Modo 501 with the latest December 2010 Beta version of UDK. There are some issues: 1. Smoothing groups appear transfer over properly with both FBX options. That's good. Unfortunately with Autodesk FBX the vertex normals appear to be messed up somehow. 2. My object has 2 unique UV…
I'm sure this is just one of Maya's quirks that I haven't learned how to deal with yet, but whenever I try to Smooth a polygon mesh, it selects all the faces of the model, but doesn't smooth anything. At first this only happened when I had the "exponential" smooth setting on, but now the same things going with linear…
Hi everyone, did someone tried my script yet? I had this problem that I think I've solve it with the script. The idea is that when you are exporting some object that has smoothing groups on it from max in fbx or obj format, it will come in maya with the normals locked, and if you try to unlock the normals and edit the…
I know this is an old thread, but like the OP I find the smooth brush being solely an alternate key brush to be a very annoying "feature" at times. Don't get me wrong, it's very convenient most of the time, but the lack of a way to semi-permanently toggle into alternate brushes even through a menu item somewhere is a real…
Hey there I am currently learning to use Quixel Suite 2.0 and am hitting a little snag when it comes to Normals and Smoothing groups. I was working on a model sword and its textures in 3ds Max Design before importing them into Quixel Suite 2.0. After import I noticed a little splotch on my sword in the 3do previewer. (Can…
I'm pretty new to scripting in modo and new to python (maxscript user) but I've been using more modo in my workflow lately so I decided to make this script and hopefully some more to come. Its a script to quickly apply smoothing groups to selected polys and is greatly needed in modo for game artists Usage: @setSG.py - no…
One has to distinguish: Signed distance fields or functions does define some volume. Ray Marching is one possible algorithm to compute SDF's. Another possibility are voxels.. even if "rastered". One may say that the (original) metaballs are a very simple version of SDF.. only some radius around some ball centers…
The first thing that jumps out at me is the long thin tri at the front of the shell exit. It might be wise to carry that loop around the front instead. With the way it is now I don't see it smoothing any better no matter what tricks you pull. You can control the smoothing with more geometry but it costs ya tris you might…
Ive gotten myself a mesh made to import in to xNormal and UE3. Triangles, all that jazz but the one thing thats giving me a headache is bloody smoothing groups. Using Max 9, I'm coming up with nothing on how to export smoothing groups. I've never encountered them before, so a little help would be good. I THINK I'm doing…
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…