Importing objs to modo that have smoothing will cause modo to apply a vertex normal map. In the right hand side, where it lists your edge weight maps, UVs, vertex colour maps, etc... there should be a "normal" one under Other. Right click on and delete that.
Shift + right click -> delete vertex OR Edit mesh -> delete vertex/edge Always use this to delete verts and edges (unless you want to keep the vertices when you delete an edge). Faces and objects and other stuff can be deleted by using the delete key^^
Also something that hasn't been mentioned yet - you can add some extra edges throughout your mesh and then use vertex colour & vertex painting to add variation to your tiling materials to avoid an obviously tiled look. Great for adding a bit of breakup.
just export out you polypainted high poly from zbrush, and bring it into xnormal, uncheck ingnore vertex colour on it's entry and in baking options check off bake highpolys vertex colour. make sure to set a good ray distance or setup a cage too.
I've been messing around in Max today, and for some reason it will not allow me to select faces unless I click on a vertex, then it selects all adjacent faces to said vertex. I'm sure I must have pressed a hot key to make this happen, or clicked a button somewhere, but I have no idea how to undo it. Any suggestions?
@poopipe that is very cool. The OpenGL docs say that you would use the values of the W texture coordinates (as in, UVW) per vertex to control what texture from the array to use. Say, W = 0.0 uses the first texture on that vertex, W = 3.0 uses the fourth texture and so on.
go into "vertex face" mode, which will let you independently set the normals for each normal on a hard edged vertex. EDIT: if you can explain exactly what your trying to accomplish i could prolly figure out a good solution for you, and make a script if needed.
Man, yea. Maya's triangulation bewilders me sometimes. Max seems to try to give each vertex the same amount of edges. In Maya, its triangulation will give 1 vertex 8 edges and the one next to it 4 edges. It can really mess with baking from time to time.
duplicate, subdivide and delete history only on the new object. i actually dont mind this but that is because i actually use the extra geo for writing vertex colour information too since i calculate my curvature with a maya script that writes the date into hte hp's vertex colour.
"In tangent space coordinates, a face normal (N) direction is used for Z axis on the coordination system." Just a head up that this is (usually) a vertex normal, rather than a face normal (although 3DSMax DOES orthogonalise it's tangents/bitangents to a "faceted" face normal, rather than the vertex normal).