I decided to use the opportunity to use a full skin scan for the first time. I'm used to rely on just a mix of procedural and sculpted details added to hand painted colors. I tried out Wrap for projecting and it's nice, works on Wine with nearly no hiccups, and I think I even got Marmoset working on Wine too, which I might…
just create a bmp file like.... and name it vertex_colour_tools_16i.bmp (note the alpha) and stick it in C:\Users\*******\AppData\Local\Autodesk\3dsMax\YEAR - 64bit\ENU\usericons\ folder and reboot max then right click the button and pick "Edit Button Appearance..." where the above icons should be available. if you use…
Welcome to Polycount! Did you know you can embed images directly here on the forum? You can use the URLs from Imgur, or you can just drag-and-drop them directly into the post editor. It's generally better to embed images, than to ask people to open a link to see things. Less steps for people, and if you remove friction you…
Hey, I would try Edit Triangulation in the Edit Poly modifier. If that doesn't improve things you could have a play around with the Edit Normals modifier.
Try converting to an editable mesh, or even adding an edit mesh modifier. Triangulated edges will be hashed out, and you can always go back to editable poly.
I am getting a message, that editing posts needs to be approved - so I am unable to see the edit of my first post, as well as the last post (because I edited this as well)
I download v1.14 but it don't work with edit poly, it just work with editable poly. I have RegularizeEdgeLoop and it just work with editable poly too. can you help me guys?
I have a few models this is starting to happen to me. Once the error message appears, I go to click to find the faces, and max crashes - every single time. The weld idea isnt working on my model. I receive a prompt from max that no vertices were within range. Is there another way to identify the face? This one has me…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…