I don't know if you're aware, but many of these text-editing programs allow vertical selection by holding the Alt key while you select. This allows you to select, copy, and paste colums of characters. I know this works in Microsoft Visual Studio, SciTE, and Notepad++.
In the polygon tab there should be Reduce > Merge > Unify? If not you can select one poly by clicking on it (that'll select both overlapping polygons) then hit the down arrow key to deselect the last selected polygon, leaving you with just one, which you can delete.
I usually select the vertex, grow selection, then use Detach component in vertex mode to split all connections. Then select them again and use weld vertices with a low threshold. It should work, but then you have to redo your soft/hard edges and sew UV's.
Is this what you need (select all objects and run)?: $objs = `ls -sl -fl`; for ($obj in $objs) { select $obj; ConvertSelectionToFaces; $buff = `ls -sl -fl`; polyProjection -ch 1 -type Planar -ibd on -kir -md b $buff; } select $objs; TextureViewWindow;
Haha, yes...Max's smoothing groups are a pain in the butt. It should be a piece of cake for a building though. Ticking 'By Angle' in the Selection tab helps for selecting polys that are facing a similar direction, just select each wall and give them all a different smoothing group number.
Hey Alexis, have you tried baking using the ray distance calculator in xnormal? 1, go into tools tab 2, select ray distance calc 3select your mesh in the popup window and press go. After it reads the mesh files it will start calculating the rays and it will show you how many seconds it's been calculating for at the bottom…
If by 32 bit you mean 24 bit color with 8 bit alpha/transparency, then I have something working. Also, if you're wondering about a file format, .tif works fine. Its lossless and supports alpha channel transparency. Here is how you will have to set up your render layer for a depth pass with transparency though: Step 1 -…
It's all the time, my idea was having the selection type to toggle between box/ lasso but whenever the mouse is over an object it will change to paint selection instead. Something like how modo works on it's selection. Max's default feels a little bit 'stiff' compare to modo :\
Clouds can sort of work, if you then select each brick and rotate/flip to get back some seams. Though it might be simpler to just select a few bricks (unconnected ones) and run clouds, then select another few and again, until you've had all.
It's probably not disappearing, but shrinking down to where you can't see it. A good way to check this is to select everything that is still visible (Don't just marquee select an area- ctrl click on individual shells) and then invert the selection. Resetting your Xform usually fixes it-- in my experience.