Do you exit sub-object mode before adding the Unwrap modifier? You should. Sub-object selections are passed up the stack, so the upper modifiers are limited to just the selected bits.
I am very new to zbrush, what is a skinning modifier? how do I disable a symmetry modifier? Now that I think of it the objects I have that are not working are either not closed objects or they are not symmetrical.
If updating doesn't work, try adding a Turn_To_Mesh modifier, or an Unwrap_UVW modifier before exporting. I seem to remember doing that for Max 2012 and 2013. Reference: https://dl.dropboxusercontent.com/u/2904948/Temp/FBXBinormals.png
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.
You should play around with the "shell" modifier. You make a single poly thickness, and the shell modifier gives it actual depth and connections. It's awesome for this kind of thing.
Does anyone know how to create the scattered polygons shown in the picture under the Modified Normals text in 3ds max? I know that this is from another thread but it didn't exactly explain step by step on how to create the modified version of the object.
I am making this squirrel and wanted to use the Fur modifier and do a render to texture bake but I am not sure if that is possible...any ideas? I just see these amazing results from the fur modifier and wanted to bake it onto a map.
Is there any way to use the FFD modifier only on a few vertex that I selected before adding the FFD modifier? When I try to do that, the FFD change all my model once I try to save or go on edit poly again.
Hi all! Can someone help me modify this script to prevent negative value?
Lowest value that I need is 1, not 0 or -1. ( local currMod = modPanel.getCurrentObject() ( if (classof currMod) == Editable_Poly then ($.edgeChamferSegments -= 1) else ($.modifiers[#Edit_Poly].edgeChamferSegments -= 1) ) )