That's kind of weird... Do you have the Normalize Spline modifier in your stack? What about collapsing the stack and converting to Editable spline? What about turning on viewport rendering and convert to Edit poly, select a long edge loop and convert that to shape?
in 3dsmax .... Hello I have a small problem with a rigged model , when I select the vertices inthe edit poly under the skin modifier it steps the whole model of a few cms down while when I get out of the object edition it reverts back into position , how can I fix this step ?
For small edits, Turn on 'Elastic' mode and draw from the end of the curve. If you pull away it will add, if you push inward it will delete. You have to be precise to match the direction though, for a longer edit the zremesh guide option is great.
Covert to editable poly again if you can, also double check they're not set to hidden in the command panel? edit: Mark beat me too it but that's fair because he made me aware of it in the first place. Ty Mark.
While You should have terminated some of these triangles better, your issue can be fixed by editing the vertex normal. Here is a quick example I did: Same topology, just the one on the right has edited vertex normals.
Cthulhu's Blood World Cup damn it, now I want to place some mutant league games Edit: my second fave = Exquisite Love Corps Double edit: 'Boring Manlove Fight' and 'John Romero's Wheelchair Kids'
Thanks, SCB! I think there is plenty of geo around the neck/jawline, but I'll have to see if the weird shading is something I can fix by adding more geo, editing the diffuse, or editing the normal map. We'll see. Thanks!
I usually apply a turbosmooth/meshsmooth modifier on top of the editable poly and then just toggle the "show end result" button. That way you can edit the object and see the changes in how the Sub-D model looks in real time.
Another update woooh! My first time painting armor, its really coming along quite well i think :P EDIT: I'm calling him finished! Time to make his sword and accessories! EDIT: BRIGHTER!
file->summary info, or use the polygon counter under the utilities tab (the hammer). I think they both count quads as a single poly if you're working in edit poly, if you're using edit mesh then they both show tri count.