Yep Sub D is was increases the polycount of the model IF you use it. That's what makes the model so smooth. But yes you COULD go about doing convert> smooth mesh, but that's not ideal since you'll lose your original mesh unless you duplicate a backup. If you want to just be able to select your Sub D mesh and export it…
You can get synced normals. Effectively it allows custom tangent bases to be calculated for the UV map of a mesh, which are then used for baking normal maps. The current downside is that you need to manually triangulate your meshes before baking & export to ensure a perfect sync. If you're using full Modo, I've added Unity…
I'm not positive this is what you want, but there's an old thread on here that saved my bacon when I was recently trying to UV a bunch of poly strips. 1) In the UV Texture Editor, Polygons > Unitize will make all selected UV faces fit the UV space. So a bunch of squares stacked on top of each other. 2) Select all the edges…
You may just use theBitmap = selection[1].material.diffusemap --or for batching, stuff like : sel = selection as array for obj in sel do ( theBitmap = obj.material.diffusemap -- ) as your bitmap file is already loaded. Maxscript help says to avoid getpixels for every pixel and use it per row, but else code is working for…
Alright, here's the update. I think I'm ready to call this done and work on something new. - I simplified the cloak so that the low resolution doesn't read as much. - I made a morph target to fix the crazy eyes - I worked on the bang alpha. (FWIW I have 3 bang pieces A, B, and C. And to get them to alpha sort correctly in…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…
In your 3D view, to to materials>default(if you have no preset materials attached to your 3D mesh)>definitions and a dropdown of all your shaders will appear, and select tessellation_parrallax, and select tessellation from there. Once you have that enabled, go to materials>default>edit and change the values to the ones I…
Here's a short video showing what I'm talking about. I have some issue getting audio to upload on youtube, but I think you'll get the idea. Problem with using the scale tool is that you'll have a little more trouble getting each frame to be the same size. Of course you can make things precise afterwards by grabbing the…
Hi, 3dsmax does not apply materials directly to face. IF you apply material to subobject selection, internally (and perhaps unclearly and unhelpfully) 3dsmax creates a 'multi-sub' material and manipulates the ids and material assignment of your mesh so that you see the material you have applied on the faces you have…
Hey fellows! Great texturing work once again. You people humble me. I'm not worthy!! Just wanted to share the MAYA 7 rigg in case anyone wants to "pose" the character when finished with the texturing. If you are more familiar with 3dsmax and have access to Maya 7, you can always pose him in Maya 7, select the posed mesh…