Hey Guys, im trying to learn 3Ds max at the moment but i just hit a minor error. What i'm trying to do: Aligning a mesh edge with a vertex. How: By selecting the edge with "snapping to vertex" turned on, i drag the edge in the Y-axis (the axis i want to move it). The Problem: Even though i drag it by the Y axis, the Move…
Hello, I am currently trying to place edge loops along a curved object that has been extruded along a CV Curve. For texturing purposes, I want to place an edge loop every 1000 units, and I figured the easiest way would be to measure out 1000 units using the distance tool and line up the edge loops with each 1000 unit…
Hello, people. I am trying to create a simple missile launcher which is cube shape. Reference: As you see, it has a lot of holes that will generate a lot of edges. This is what I did so far. since I create holes for missile (blue cylinder), the entire box has extra edges and faces. Is there any methods or skill to reduce…
I tried painting out a seam across a uv border edge and found that it looked good in the snap shot, but once I saved the texture the seam reappeared? Am I missing something or does this feature not work yet, I get weird smeared edges any time the uv border edge ends?
Sometimes you can get away without hard edges. Or just adding hard edges in some spots. Sometimes it's a better idea just to chamfer the edges. This is a judgement you learn to make from experience. Usually I will model something completely then add 1-2 smoothing groups to fix the worst spots.
have you imported your lowres mesh with hard edges via fbx..? mud is only able to read hard edges from fbx... and its better to import a triangulated lowres mesh... cause mud is often turning edges... are you baking a normalmap for max..? have you turned smooth target off..?
Film Noir tend to desaturate certain colors, try that in post-process. Also, the house looks really horrible without decent Normals or support edges. The smoothing group is giving them a spongy look. So either break them up, support edge them, or make sure the normal take into account the edges.
Some of your edges on your bar stool do look pretty tight. I would try and bevel them some more. Also something to keep in mind is if you have a hard/sharp edge you have to split the UVs into separate islands and you have to have edge padding for each island.
Hands look off, there needs to be a bulge where the thumb connects to the wrist. The edge loops where the legs attach to the hips are wrong, especially if you want it to be animatable. More edge loops does not equal better deformation in those areas, it's all about how the edge loops is cut, and where you place the bone.
yeah that's from the source for turn to poly and turn to mesh if your worried about the importer randomly turning edges once converted to mesh select all edges and set visible. But you'd have to do that anyway if that was happening (random edge turning) regardless as I said before the exporter is going to be doing the same…