I dunno about 3ds but in Blender UV coordinates are properties of the polygons (in OpenGL they're properties of the vertices). Perhaps Wings doesn't remove the welded polygons in order to keep the UVmap intact. Try importing into Blender and see how it looks. Try running a remove doubles over it.
Awesome. I really like how this is going. Initially I didn't like the head mesh so much but now that it's textured, it works really well! Good job there. One tiny nitpick - his irises don't seem circular? They appear to be stretched vertically a tiny bit.
TBH i think the problem is just that Maya's Average Normals command probably can't handle dealing with over a one and a half million vertices... it really doesn't make much sense to run that command on an object that dense either, so I'm not surprised they haven't tested it to that level.
I think the orange/yellow-orange that you originally had looks better against the gray background. Most headers usually don't take up as much vertical space as this does, but if you make it really awesome then no one would probably mind it. Just something to be aware of.
I didnt try that I will try but did anyone try the files I uploaded? And flipping the green vertically or horizontally? Alsosince I am making a normal map out of a on the item directly painted texture I cant flip couse it would just switch the baking no?
yeah just a generic term that gets banded about like mesh or object or with nurbs calling them surfaces etc.... in maxscript there is a selection group called $geometry (objects that are renderable) which is a subset of $objects . In the sdk all renderables are derived from the the class GeomObject, though in meshes…
Hi guys, I'm making a simple MaxScript exporter for just the vertex positions. It usually works fine but sometimes I have to Reset XForm for the vertices to not be offset. I know I'm missing something. Here's the important part: obj = objects[i] mesh = obj (or mesh = obj.mesh for editable poly) face = getface mesh j vert =…
Do you know if there are any tablets - I mean handheld, portable ones - that can run software like Blender, Maya, 3ds Max, Substance package and so on? I suppose it would have to be Windows 10 tablet. Do you think a $300 tablet has decent enough specs to allow a comfortable work on ~500k vertices or less?
Hi guys, I'm a 3D Max user and recently decided to learn Maya. Can't seem to find some answers anywhere so here's a rookie post. I'm trying to connect two vertices together through an edge. In 3D Max, I would normal use the cut tool with ease to do this. Is there a method to achieve this for Maya? Thanks.
A quick question for all you Maya users. I was having an issue with what I think is my normals after merging vertices together. Someone suggested I attempted to smooth the edges through NORMALS > SOFTEN EDGE but as you can see there is no effect and in straight polygon mode it has made these dark shadows. What is causing…