Hi, I have a problem with max 2012 after baking a normal map texture is not auto updating in viewport reinstalling max and dropping all the settings to default does not solve the problem can anyone help me?
Ok, i found a way to "solve" the problem roughly, even though the result is not 100% accurate, using front view/ soft selection scaling, but it's really close to what i wanted, just the edge are a little bit squeezed.
The checker (pun) grid will show you what your textures will look like with that UV mapping. If you believe that degree of warping on the test grid is unacceptable then change the UVs. I probably would consider that unacceptable - particularly the inconsistent scaling - but it depends on whether that area is really…
Dynamesh will fill any holes in your mesh. solution is to either let dynamesh do it or if you want control over how the mesh is solved, do it yourself in max.
AFAIK everything in nCloth solves per-vertex always. Even if a given vertex isn't interacting with something, it's still part of the calculations and can slow the sim time down.
Hey there, How did you end up solving this? I'm trying to do something similar to Marvelous Designer's "animation" sims not just static poses. Any luck?
Problem solved. After two days... Problem in opacity of hipoly models. If change hipoly model textures opacity to 100 - normal maps bakes ok! It's strange, but true.
I'm pretty sure that tumblr post originated on Scientific American anyways: http://blogs.scientificamerican.com/life-unbounded/2012/03/15/mass-effect-solves-the-fermi-paradox/
I'm have a question , how you bake a normal maps from this hp models without wierd staff going on at the edges? I'v that problem and no idea how to solve it:/