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…
Sometimes slapping an Edit Mesh ontop of your Editable Poly, collapsing, and collapsing again to an Edit Poly can also sort out wonky mesh errors in Max..
yuo could addd an edit mrsh on top, do your editing, move the edit mesh below the skin modifier , then 'collapse to'. You should be left with skin intact.
To achieve this you can edit the cage . I am not sure about Maya but in MAx and Blender the tracing is happening in direction between low poly vertex and corresponding cage vertex. You can make the "face" side of a cylinder doing more like planar projecting , lesser of a lens effect for an expense of stronger distortion…
toss an edit spline on there and select everything and hit divide and then re simulate or just go through and chamfer the spline points or collapse down to an editable spline and edit the interpolation settings
To edit all of the models' UVs at the same time, you'd just select the ones you want to edit and put a UVW Unwrap modifier on them. You can edit their UVs as one big sheet that way.
Revisited my light asset to make the edits that you guys pointed out. The sketchfab model in my initial post has been updated to reflect the changes. @Eric Chadwick - I added some edge wear and rust to match up with your images. Thanks for pointing this out! @loon27 - I took your advice and also reduced a bit of the AO…
Here is the information pitch and concept art of the project. We can discuss more about it on my discord: Yunerineri Feel free to ask questions and get in touch, I would love to see your portfolios and talents to help on this incredible dev journey!…
There seems to be a bit of a rendering issue involving the Viewport 2.0 rendering of the Overlay Append Mesh lines (though the same effect is present with regular wireframes). Using the legacy renderers seem to have their own bugs like when holding tab to draw a line of quads causes the overlay append mesh lines to vanish…