It's pretty easy. * Just add an Edit Normal Modifier. * Select all normals and click Make Explicit * Go under the Edit Normal mod and detach as needed. * The normals will appear to break, but they will be saved when you go back up to the Edit Normal modifier.
That's the workflow for Editable Poly. I think Editable Mesh has the shape button, can't recall. I doubt it would work for Editable Patch, but you could always copy it and collapse that to mesh to grab the shape. Don't forget to hit Enable In Renderer too.
Oh, if he wants to do something app-specific, hows about incorporating UV editing as a sub-element of Editable Poly in 3dsmax... like Maya does... no need for a silly modifier, just edit UV verts/edges etc from the EPoly itself.
Hi there I'm a big fan of the Elite game and also an indie game developer so just for fun I've set out to make EDD or Elite : Dangerous Database. But this involves me building my interpretation of the ships Frontier Development have shown so far in Blender and then importing them into Unity. EDD is here (requires the Unity…
Add edit poly modifier on top of Unwrap then edit geometry add new Unwrap Modifier and continue unwrapping. Of course you gotta relax the shells or may have to re-unwrap parts depending on what edits you do.:)
screens might help try resetting the xform also can you edit your smoothing groups..do they change when you edit them in max...if not...pop an Edit Normal on to your object..reset... collapse...try again
jason, you are so right man... i am going to revise it later... not very "beauty" like :poly124: edit: awww snap... i'm a polygon... :baby: edit, edit: bah, i just deleted it... it was just flatout bad
aha fliped green channel was the prob. yay PRETTY. jsut have to tweak maps now. Maybe an option in the shader to flip green like ben's shader? [edit] yay for bald girls [edit][edit] tweaked spec a lil...
@instg8r Everything will stay live as long as you don’t turn something to Editable Poly or collapse the stack. If you need to sculpt a cutter or the root object you need to add an “Edit poly” modifier. Never collapse, never resetxform it will brake the live boolean edition.
Before exporting, set your normals to explicit with a edit normals modifier and also add a reset X-form, just in case. When importing, rest the normals with an edit normals modifier. If that doesn´t work, edit smooting groups by UVs with Xnormal and reset the normals.