can you say some more about that? is it logged anywhere public? does not-production-ready mean that you face some blocking issues which require changing source code to solve, or extensive workarounds, etc? If so, is it platform specific things?
Select the model, display>polgons>face normals, if the lines are too long display>polygons>normals size. This will show which direction the normal of the face is pointing, sometimes conform doesn't work properly. You can also turn off two-sided lighting in shaded view for all faces to go black if their normal is facing the…
christ on a pushbike! this thread realy delivers XD the marquardmask is a good starting point if youre starting to study faces buts its absoutaly rubbish if you actually want to do a realistic face. the marquardmask depicts the perfect face, which (also with some common sense applied) in reality there isnt! each face hase…
Hello guys! I want to make a script that select faces with no SG on selected Editable poly objects and and then perform auto smooth for those faces. For the start I tried to get an array of faces with polyop.getFaceSmoothGroup but it gives me a bunch of errors in Listener. Hope you can give me advise how to accomplish that!
I've been following the 3DMotiv foliage tutorial using 3ds Max (not too familiar with it) and have run in to a problem at the branch creation stage. Every time I select a face to branch from, the wrong face gets selected, even though I had the correct face selected prior. Has anyone else run in to this problem?
Occasionally when I do modeling, this one trouble "cancer-like" face will suddenly show up and ruined everything, if I delete that one particular face, it will appear in another one, until I delete the whole model. I'd like to what caused this to happen and is there a way to fix it for good? Thank you!
You don't even have to use NURBS with skin wrap in MAx. I use it all the time for a lot of things. Like, I've had a head model with a good set of blendshapes (morph targets in max). I've made a very simple face mask model and wrapped it on top of that head, then created blendshapes for it. Then for new heads I've created…
Ahh you have polys facing the wrong way. You might want to check creative crash for a script similar to this: http://www.scriptspot.com/3ds-max/scripts/unify-flip-normal-polygons It will unify your polygons so that backward facing polys get flipped to face the same way as the majority of the faces in the mesh. Doesn't Maya…