Try Edit Polygons>Normals>Set To Face. Then Edit Polygons>Normals>Soften/Harden and select the faces you want to be soft, type in 180 and hit apply. Then select the edges you want to be hard and type in 0 and hit apply. If you ever have any questions feel free to AIM me. I'd be more than happy to troubleshoot anything.
Glad to see you're making progress! Have you considered doing the blockout in separate subtools using primitives...something akin to this? It may ease you into getting the gesture first without getting too overwhelmed with anatomical detail, which sounds like the trap you're falling into. (You could also do this while…
Hi! If you're using Blender, there's a triangulate modifier which allows to keep editing with quad topology previewing the triangulated result. The modifier has a few triangulation options, maybe one is consistent with Mayas. To zetheros point, I often triangulate extreme parts manually (or retopo using triangles). Keep it…
Here we go again!.. Edit: Here's how the 3d scene stands at this point: /end edit Threw this concept together last night for my game preproduction class. We're learning the imoprtance of color in 3d scenes as well as a strong base composition. Although it's important to have nice rendering and all that jazz, the main focus…
Last Update : Hello everyone! This year, I'm going to participate to the Humster3d challenge. I already did it several years ago with this Peugeot 308.https://hum3d.com/challenges/quick-stop-in-front-of-the-night-shop/ And this time, same idea, I want to render all my scene into Marmoset Toolbag! Start : It was difficult…
Depending on your needs, I would give within a blink of an eye a recommendation for Affinity Photo. Serif has recently announced to implement more features which are beneficiary to 3D artists like a 3D model viewer where you can edit your textures and adding normal map editing capabilities. GPU acceleration for the windows…
I hate working in others' files set up like that too. A mess. But also multiple adjustment layers tend to really reduce image quality a lot when working in 8 bits per channel. Yuck. Edit: it's a lot like someone working in 3ds Max with a lot of modifiers in their stack. It's an unwieldy mess. Don't get all wishy-washy on…
@Bigtimemaster Thanks man. I'm struggling a bit to make my materials look the same as they do in Substance Designer. There doesn't seem to be a way to plug an AO map into a Renderman material O.o I may have to edit the material to just make the albedo darker in the crevasses of the bark. Same with the leaves, they're no…
The offset by U/V method carries a couple other benefits as well: Works in any app Works exported to Xnormal etc(haven't actually tested this, so may work fine from max exported with modified W) Easy to see that you've already offset it Of course, the big draw back is if you need to edit your layout, you've gotta move it…
Bit of a long shot but try Reset xforms and converting to editable mesh and then back to editable poly. Also make sure you don't have any overlapping UVs. And that your high poly meshes are included in the projection modifier. If no one else can help you with this you could just try Xnormal. Or upload your max file and I…