yea i get the spitting part but i then add the low export and the high export to xnormal and bake. I never use a cage. Maybe that is where i am going wrong? are you sure it is the push modifier and not the projection modifier?
Try this trick. Sometimes it helps. Select your object, add a meshsmooth modifier on top, set the iterations to 0 and collapse the modifier to poly. In this way you reset the object normals. Then you have to set the smoothing groups as you need.
Yes, Transmographier is definitely the best bet. No need to remove the Skin modifier, just place it in the modifier stack below the Skin. I would bake the weights into the verts first, if you expect to move things out of their original Skin envelopes.
Normally I don't move my high poly objects to match the low, I work the other way around. When max crashes on me it is usually because the modifier stack has grown pretty big and it has a lot of operations it's working through. The the objects history can slow things down or cause a crash. Some operations in a modifier…
The doc says autoSmoothThreshold is a property of the Editable Poly object, not the polyop.autoSmooth function. So keep this line in there: o.autoSmoothThreshold = tresh But I'm telling you, just use a Smooth modifier. So much less code. From this: -- This will apply the default 45° auto smooth to all selected objects fn…
Thanks for the addition, though it's odd how that's worded. What the specular input does is either slightly increase or decrease (to 0) the amount of specular ONLY for dielectrics. The real function is DielectricSpecular = 0.08 * Specular. Resulting in a 0.08 specular reflection for a value of 1, 0.04 for the default value…
-At the bottom of the projection modifier enabled "shaded" first (makes it more clear) -Then the little arrrow next to "Push - amount", slide that up untill the cage encompasses the highpoly. (you never want your cage to be 100% even/flush with the highpoly/lowpoly). (if you have shaded on, it will give a good view of it)…
@fdfxd2 I'm using bevel modifiers for some parts instead of subdivision modifiers for everything so that I don't need clean, all-quads topology. Today I did the lower part of the receiver and some small things like the trigger or the mag release. As always, feedback is welcome.
This is how I've taken it. I followed the roundness of the handle and included some variation to the width for more visual interest. Modeled with a flat circle top and bottom, extruding four edges around the curve and using a solidify modifier for the thickness. With the solidify modifier it's very easy to go back and edit.
Hi guys, I've added a displacement map to a material on my object. I then added a composite which contains 5 layers. I added a displace modifier to the object and instanced the composite in the map section of the displace modifier panel. I'm getting this when rendering: I've no idea as to why. Any help would be…