Hey guys, Just a quick question, is there a quick way to get UV islands from the Smoothing Groups I've already created in 3DS Max 2013? TexTools appears to have this function, but does not work with 3DS Max 2013. Cheers!
Hi everybody. Please tell is it possible to get in Maya same result without splitting edges which I get in 3ds Max using Toorbosmooth with smoothing groups option enabled? Max Example: And Maya:
Hello, I'm dealing with some minor shading errors around points with more than 4 meeting edges. I couldn't fix the problem with blended smoothing groups or detaching the problem faces to a separate element. Does anyone have any suggestions? Here is an image to illustrate this: edit: This is in 3dsmax. Also, photo to show…
Hi all, I'm getting a weird smoothing group error at the top of this object, there's visible lines diving it up into triangles. Any idea why this is happening? Cheers! Dan
So as i was modeling the grip to an assault rifle i noticed that when i had the one half of it done that it was giving me these random edges in places that are in a completely random place, i mirrored it over thinking that may have been something to do with it, but that was not the case, as you can see it's completely fine…
Hello everyone, I have a low poly mesh that's been smoothed out in 3dsmax. I have no normals on that area now, but it looked the same way with the baked normal on. This is how it looks in Unreal: How would I approach this? Do I add polys or rebake the normal map? Or something else? I apologize for the noob question. Cheers,
Hi there... I'm having big problems with smoothing groups on my rock and i can't seem to be able to fix it. It's been haunting me for a long time but i haven't really started noticing it before now. Here are a few pics of a lowpoly rock with a normal map on it. As you can see in the pictures, there are seperate issues when…
Hello, I have a problem with baking out different maps from a high poly model to a low poly version. What I want the maps to look like is something like this: What I get at the moment are angular maps like that: I obviously I changed some settings. But I have no clue what to change to get my smooth maps rendered. Thanks in…
So in Mudbox when you add subdivisions it smooths the silhouette of the model, i.e. a cylinder gets rounder. Is there an option to do this in 3D Coat or am I supposed to import meshes that already have the correct silhouette and just paint on them to add damage? I imported an 8 sided cylinder with some edge loops and it…