Here is my detailed report. I made a box, unwrapped it, collapsed it, then made a copy. I edited the copy to test out angles and general curiosity of something slightly more detailed. I then unwrapped the High Poly. The UVW's were all messed up except for the basics from the Low Poly. After a lot of breaking and stitching…
I use the skin modifier, paint the weights and then select the mesh and ALL the bones I put into the skin modifier and export selected to FBX. Mabe you din't select the bones when exportig? Strangely I tried rotating the head, and resetting X-Form afterwards but it still remains rotated to the right shoulder. Since the…
You shouldn't be editing your Normal Map in any form anyhow, other then a smooth soft amount of smudging if you want to massage things into place that are small and easy fixups, but generally, a good cage will get your work done, there is no reason for you to be trying to 'read' your Normal Map since the shader is doing…
Hi All, Below is my take and edit based on our gold submission for Project: Star Bounty. Looking at the feedback from the Animation Team I decided to make some amendments on my part to improve the edit. You can find the new edit in the link below. Any feedback is always appreciated. https://vimeo.com/334199060
It creates polygons which have don't have anything special attached to them. You can collapse the mesh and export to it to Xnormal or any other application and it will look the same. The crease and weight values come with editable poly, they exist by default in max and are saved in the max file with the editable poly. They…
Update on sculpt added in eye sockets and edited the eyes they look better then before but still need more work doing to them and the same for the hair use the pinch tool to make the sharper at the end but need to edit the hair strands more also i edited the nose but not liking it at the moment and will need to spend more…
Your modifier stack is not helping. You don't need two Edit Poly modifiers, and you don't need to keep the Box primitive either. A single Editable Poly under the Symmetry will give you better performance, smaller file sizes, and less troubles. To get this, right click on the highlighted Edit Poly and choose Collapse To.
Solid, very beautiful work! Love those hot, hot reflections. Thanks for providing a thorough write-up on your process here. It goes exactly with what Adam was asking for from the community. EDIT: Whoops, I hit Edit on this post instead of my own. No edits made here, just my reply on top of this one^
Sometimes things just go wrong with your mesh ... not sure why and how, but you could try saving the file starting new scene and just merging your old mesh in to the new scene and try to export it from there or convert it to editable mesh and back to editable poly ( assuming it was editable poly) . Those tricks work…
[ QUOTE ] Is there a way to undo the boolean modifier without deleting the model? [/ QUOTE ] Booleans aren't really modifiers as you cannot delete them or stack them. However you should try just converting the model to an editable polygon (right click on it and select 'convert to editable poly') this won't bring it back to…