Chiming in here with a worse method than above because I think it answers your question, that your mesh is salvagable. The reason you're getting a broken result is that when working with bezier or smoothed curves, max doesn't place vertexes trying to keep your model clean or vertex density consistent. All emphasis is on…
Don't believe all those positive reviews there is quite a lot things still very wrong with Unity3D. Sure they will upgrade and fix the flaws and gabs but it is NO WAY close to what they claim in their ads and website (just like adobe, autodesk,microsoft,... software).. Here is a list of things that I really hate so far, my…
hope this helps Start with a simple base mesh in max and import it into zbrush. I duplicated them out so I had 5 large bricks. I also made 5 shorter bricks but for the purpose of this tutorial I will only show you how I made 1 long brick. Before subdividing the mesh turn off the smoothing option ( SMT button) I didn't add…
It sounds like your normals are locked. Fixing this usually means resetting which edges are hard/soft, but it's probably the only thing you can do. Here's what I'd do (and this will preserve your skin weights & rig): 1. Duplicate the model & hide the original. 2. Select your new mesh. 3. Unlock the normals. Edit Polygons…
Gray wires, on a gray/dark gray checker background = about as visible as a polar bear in a snow storm. /rimshot The mesh could be inverted. In face/poly mode in the UV editor go Select > Select Inverted. It will highlight whatever needs to be flipped (using the Mirror tool in the UV editor). Also try relaxing by face…
have you linked the 2nd material to the 2nd uv set? You can do this by CTRL+Rightclick in the viewport then choose UVSets-->UV linking Then select your mesh,it will show the mesh with its uv sets below it on the left pane,select your 2nd uv set,then on the right select the material you want to link it to,double check that…
The stats on the top left have nothing to do with the presence of triangles or not in your geometry. It's says 0 because you dont have any Face currently selected. if you take a cube you'll have "poly:6, triangles: 12". I think the non Quad select faces with more than 4 sides. there is a feature to select faces with X…
http://dl.dropbox.com/u/2904948/Tools/Martinez_RemoveBoneAssignWeights.ms I made this tool for myself a while back. Just download it and run it from the MaxScript Run menu. This will remove the selected bone from the Skin modifier and assign it's weights to the a different bone that you choose. Use the Pick OBJ button to…
Spin is for turning a "visible" edge. For turning an invisible edge, you have to use the Turn tool (under tris) and click on the diagonal "invisible" edge. Considering you re in editable poly, you can select the faces to turn (use Dot loop to select 1face every 2 faces) and run this: obj = selection[1]
could make an image thats 32x32 px or whatever the resolution of your 1 grid size it, then Edit - Define Pattern. Then create a new document at target resolution, and Edit - Fill - Pattern - Select your pattern. Or what I prefer in the Layer pallette - Create new Fill or Adjustment Layer icon at bottom, select Pattern -…