Hey guys! I'm looking for the ways to improve my workflow with weighted vertex normals in 3ds max. Here is a quick test I made to visualize what I'm struggling with now. I'm trying to use the first one as often as possible, but since i have to manually select faces to average normals from them, it can be tricky on complex…
5. Ah noticed I'm missing the selection option spline to face, face to spline etc anything like that in max? 6. I asked about it earlier, but select unselected, i mean holding in a button and drag selecting it, for example all selected faces becomes unselected and all unselected faces becomes selected
@musashidan Those red UV islands don't need to be flipped? Every time I have UV islands like that, the faces end up flipped for Substance Painter, and Painter's back face culling makes it so these faces don't show up unless you're looking at them from the wrong side of the face.
you don't need anything fancy. do this: - go into 'face mode' in the UV editor - select some faces - go to the edit>copy in the 'edit UVWs' window - select some new faces - go edit>paste Note that this usually only works if the faces are the same in number and shape. And then only works some of the time...
Hello! here is another fanart i did to keep practicing my character art. My idea was to make something similar to those final fantasy characters, that kind of stylization. Mad respect to the guys who make that fabulous hair at Square Enix haha I find it really difficult. If anyone has an idea on how to push this forward or…
Hey @sprunghunt , thanks for replying. Maybe I'm forgetting something obvious here, but that condition is not enough. If I create a cube and execute that from object mode, without even entering to faces or making any subobject selection, it still enters into the if and deletes faces. (if faces != 0: or if faces is not 0: )
I think you falling into the trap of wanting to make all your female characters "attractive". This is fine, but because you are doing this you are modelling them all on the perfect face to you. So they all end up looking the same. Where as loads of different faces can be "attractive". Im guessing you have a thing for…
For Maya 2016, the option is Mesh Display -> Reverse. @jose.fuentes: You can check your face normals by selecting an object and either Display -> Polygons -> Face Normals or going into Attribute Editor, picking Mesh Component Display and checking Display Normals. You need to reverse the normals of all the faces with green…
So I ran the STL modifier, and none of the options show faces except open faces. All of these are open faces, but they won't merge. I delete them, and re-extrude them, but they won't work. Some won't weld together. When I bridge Two edges it makes a twisted face, and I can't make it not do that.
Like Rhino said, the arms need work. What I usually do if something doesnt look right in a pose, i try to see if I can do it myself. Your bicep can't face forward and your palm face backwards comfortably. His palm should be facing inward, with the thumb facing the viewer.