5 sided ngons tend to be better than a quad and a tri for smoothing. This is for the high poly bake, so ngons are ok. Anyway, I figured out that it was something in the edit poly history that was affecting it. I just converted it to an edit mesh, and back to edit poly, and then the turbosmooth worked fine.
The modifier "Edit Poly" has a different keyboard shortcut setup than Editable Poly, which is probably what you're familiar with. Simple fix: Customize > Custom User Interface > Group: Edit Poly > Uncheck the Active Checkbox. That should allow you to use the shortcuts you're use to.
Just out of interest when I import a mesh in to max from zbrush and convert to edit poly, then export back to zbrush, the point order changes. 'BUT' if I leave it as editable mesh and add an edit poly on the stack, then the point order does not change. perhaps this will work for mudbox too.
ya closest thing maya has is the "offset edge loop tool", but it creates loops on both sides of a selected loop, dosnt edit them unless you got this tool in your history stack and can edit it's offset value. it;s a cool tool for dropping support edges, but not so great for editing them.
BAH! After several driver re-installs, rollbacks, updates and setting changes, I've realized that the preview I'm talking about only occurs on Editable Poly, not Edit Poly. Ridiculous in the same way that only Edit Poly has the Inset function. Some days I just feel like destroying computers.
Hello there. You can lock the image. press 5 to go into item mode, then press the image so that it is selected, go to edit in the top menu, and press "lock selected" Or select the image (item mode) and press J. Just remember to unlock it in the edit menu. if you want to move/edit it.
I previously didn't see that you where in bone edit mode, yea things get dodgy quick with that turned on, especially with more then one bone linked to the one your editing. works fine in a straight chain... except it doesn't like undoing anything done in bone edit mode. =/
Hey this is pretty neat! I came out alright though I had to edit some parts to follow the color and race I selected minor side edits new ears. I didn't edit/touch the west-indian(?) image/version that asian one came out cool.
EDIT: Fixed problem, can't delete post. It was caused by some hidden polygons that Maya sometimes likes to create when you bridge faces (inside that shoe) -.- Original post; Title pretty much says it all, I imported all the bits of my character and I can subdivide all of the objects normally except the body. Mudbox just…
Hey all, I use these scripts to toggle subobject modes in Max. If no EditableP/EditP is selected atm, it goes there, unless some mods are selected (in this example, Symmetry). ( fn goToBottom= ( local obj = selection[1] if obj != undefined then ( if subobjectLevel == undefined then Max Modify Mode if…