@Aionard It took me a little under a week of experimenting, tweaking and trying out different possibilities to figure it out, I am a lot happier with this method over what I had been doing previously. Now that it is figured out I think it is giving better results over my previous methods and is less work as a bonus. It is…
I like to use the Advanced Painter script for 3dsmax, it's toothpaste and spaghetti mode allow you to make wires really quickly because you to paint your wires where you like on any given piece of geometry. They are kind of poly intensive but can be optimized fairly quickly because it uses splines. I normally bake them…
Thank you, I never actually thought about looking up the documentation. I'll put up a few more hours on my own and see if I can pick up the modifier list thing. I've read that it's similar to Blender modifiers but so far I'm finding it a bit cumbersome to deal with... Too many clicks involved in general. I guess it's a…
I sometimes just use displace modifier set to displace along edited normals with b&w texture I paint over an object to make its surface hovering slightly above hi res surface . That way you could use same low poly same object as a cage when displace is on. To bad Blender doesn't allows to paint displacement interactively…
Nice. I haven't used Maxs baker in quite a while (I think most everyone switched years ago due to lack of updates), but hard to believe it's only now getting Mikk-T support considering thats been the industry standard for...at least a decade atp I think? I also see they've added a weighted normals modifier which will…
It may be neccessary to combine elements while baking but not while unwrapping. You can select multiple elements and apply a UVW modifier to them (the modifier will appear italicized in the stack). You can bake the normals seperatley and composite them together in Photoshop. This may prove to be time consuming. So some…
I "heard" rumors of a new alternative for the modifier stack ui, not the actual modifier stack workflow, that would be using the new ribbon system, enhanced of course. I would like to hear there's some truth here, or just rumors. And like i said a "maybe" would be enough :) And i actually quite like the ribbon too, when…
Ok, Delete the skin modifier. Create a cube obj, add an edit poly modifier to it. With cube edit poly selected, select all of the polygons of the box (but not your ward) and delete them. Now select 'affect pivot only' and hit center to obj, and align to world. Reskin. (creating the cube gave you an obj with no scale or…
You can deactivate the Cage in editable Poly. Just go to the NURMS Rollout and uncheck 'Show Cage'. Regarding Mirroring: The Symmetry Modifier is good for modelling symmetrical models, but if you only want to mirror a mesh, you can link it to a Dummy and mirror that one. I think it should retain the correct TM (at least it…
Hello orange gizmo is nothing bad and does not affect anything you're doing here, if it bothers You though, You can turn it off here: The grow selection "problem" occurs because You haven't converted the sphere to EditPoly (well.. that's my guess), so Max still sees that sphere as a triangulated mesh or smth like that. If…