There's a couple of easy ways to do this. 1. Use the Freeform > Strips tool. This will let you draw poly strips in the viewport. 2. Create a line, duplicate the line in sub-object mode, and then use a CrossSection Modifier followed by a Surface Modifier.
1. "Next Modifier" and "Previous Modifier" under Ribbon-Modeling 2. I'm afraid this is hardcoded 3. "Slice" under the Editable Poly inside Main UI group should work (default shortcut seems to be Ctrl+Shift+Q)
To fix a vertex-normal seam in 3ds Max: select both meshes, add an Edit Normals modifier. This will share the same modifier for both objects. Then you can select the normals along the seam, two by two, and Average them together.
in max it helps to apply an edit normals modifier to your model.. i have no idea why it helps, but it usually fixes most normal map errors for me. you dont have to do anything to it, just apply the modifier and collapse it.
Missed this... Opps Skinning in general doesn't react well to changes in geometry (below skin). Above skin it handles it pretty well but then some exporters don't like other modifiers on top of skin so you are risking it working fine in max but not after exporting, so typically you have to redo skin, which isn't as painful…
select all 4 faces and press alt + e but you can setup a mirror modifier to do that in combination with an empty & array modifier you can also make radial geometry
Is anyone else here have same issue? When I close UV editor window or collapsing modifier stack it takes about 5 seconds.Even if I try to deselect an object with UVW modifier it takes longer time. Sometimes it makes 3ds max automatically minimize.:poly127:
Thanks man, the face-weighted-normal workflow in blender is fully non-destructive. =) Very simple geometry + Bevel modifier(Chamfer in Max) + Weighted normal modifier, can be switched on\off anytime
In Max right? You should be able to modify your geo somewhat without issue. But I could be wrong. I reworked UVs yesterday, and threw the Modifier below the projection, and collapsed to, and it was fine.
I have faced the same issue, in case of wrong topology quadrifying helps or HSDS modifier, also I found, that applying smooth modifier to your model can solve smoothing problems.