Lots of handy tips here - https://polycount.com/discussion/comment/2773644/#Comment_2773644 plus this long running sub-d thread, as well - https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking/p182 Could also look into utilising modifiers and loop…
I'm proud to announce USD for 3ds Max 0.5 was released last week. This version adds several new features and fixes. One of the main new features is support for Morpher modifiers to export as Blendshapes to compliment the Skin to USDSkel we released in version 0.4. The other new feature that customers have been asking for…
You can either mask them, isolate the visibility of them by ctrl+shift+clicking, or open your brush modifiers and cranking Polygroup Automasking to 100
Interesting. I was looking for something native to Max but assumed that it would have been a modifier. Didn't thing to check in the creation menu. Thanks for showing me that.
Yes, That is how normals/PBR maps work. They don't modify the model at all, they only change how the light is interpreted and "fake" the details onto the model.
try modifying the beard normals to be like the face normals to vet better integrated shading, like so: http://simonschreibt.blogspot.de/2013/02/airborn-trees.html
It could have edited normals, which are fixed in place. Add an Edit Normals modifier, select all the normals, and press the Reset button, then Collapse the stack.