I have faced the same issue, in case of wrong topology quadrifying helps or HSDS modifier, also I found, that applying smooth modifier to your model can solve smoothing problems.
So Max isnt turbo smoothing correctly and ive check in modo, the geo is correct but max is bugging on me. I tried reseting Xform, exporting and importing flipping faces, im at a loss heres the pictures if any one can help me id appreciated it!
I came across a tutorial on here a while ago that I cant seem to find. Basically it was a PDF showing how to create nice beveled/smooth edges in ZBrush pretty fast right from Maya. I think it had to do with using Polish? I cant seem to find it anywhere though. Thanks
hmmm am I just a noob-face, or is there no way to 'smooth' out weights between several vertices in the skin modifier with 3ds max? I know you can blend weights between verts on ONE bone using the weight panel or paint blended weights, but is there some easy way to average the weights of vertices among ALL bones? if no, are…
Hi I have created a mask and by the way I did it seems now I coudl manage to do pretty precise shapes , but , when I inflate per selected parts that's the result the deco is added only after, I have created polygroups out of the masking and tried to smooth but with badresults ... any idea why this is happening all this…
Basically the issue here is that when I try to apply subdivision smoothing (or turbosmooth) on to my model, there are a bunch of vertexes that the subdivision seems to ignore. The specific area this is happening in is where I earlier applied a bend modifier and later collapsed to editable poly. Anybody know how to fix…
Painting on the normalmap won't necessarily fix your smoothing. A good bake will help a lot. I would not worry so much about the unbaked smoothing of the object. It's not important if you're going to bake a normalmap.
I am using turbosmooth and I know is destructive when used on uvmapped items , but I read somewhere that opensubd did preserve uvs , I tried and it doesn't may be I don't remember well ? or May be I am missing something ? Or may be there is another way to uvmap a low poly version of a mesh before smoothing? Or I just have…
When i select the Comb or smooth tool in Maya Xgen It wont let me interact with the hair guides even though it says its activated. When I click on the tools I get an error at bottom right of screen.
Anyone have a solution for removing wireframe lines in normal maps? I'm baking a model and am getting some odd wireframe/smoothing lines on certain areas. Mirrored UV's are off 0-1 space. Can't figure out what is causing it. Both with Raytrace and a Cage. Using Max 2009 scanline