edge split modifier, it allows you to have hard and soft edges in blender, throw the modifer on the stack, check off marked edges and uncheck angle. Than start makeing edges selections and hitting control+e and selecting mark sharp. or us a script to marke all your UV seams as sharp.
Joost, I'm not sure what the script is trying to do. You say "Collapse the bottom modifier." Do you mean collapse all modifiers beneath a Meshsmooth modifier? Right now it's just counting all the modifiers that aren't a Meshsmooth and collapsing that amount. But if you have more than one modifier above a Meshsmooth it's…
Zergxes, that's a good idea, I'll try playing around with the smoothing groups. For the armpit area I need a series of edges within a smoothing group to make a distinct line though... now that I think about it, it might be better to break apart the verticies along the line. I believe this would work independent of the…
Yeah, look up Render to texture in Max, its the Max equivalent of Transfer Maps. You'll want to add a projection modifier to your low-poly, add the high poly stuff as reference geometry (note: open up your groups first or else it won't see your grouped stuff in the selection list. Likewise, drop an edit-poly modifier on…
Hi everyone , I would like to figure out what's going on with my animation. let me introduce to this topic and my goal for this model (this topic can be very useful to advance blender's user to work with blender and Unity or Unreal , so you should read if you want to help me or to solve this problem too) . My model : 1…
You will have to use mirror & weld (Geometry > Modify Topology > Mirror and Weld) after the fact to copy your slices/trims to the other side. If Mirror and Weld causes your modifications to disappear, you will need to mirror your object in the Deformation palette before using Mirror and Weld.
My general workflow goes as: Make High Poly > Make Low Poly > Unwrap Low Poly> Bake > Paint > Use low poly model as final asset. My final textures fits perfectly to the final low poly model but it is a low poly model and doesn't look very impressive. And my textures do not fit to my high poly model, because unwrapping…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
Hello everyone, Can anybody please explain me what is going on here? It seems like Max is destroying MoI's normals immediately after I modify the geo or even place a simple edit poly modifier on top. Does this mean it's not possible to modify/continue the work I started in MoI, later in Max or I am doing something wrong…
So... I ran some more tests with modifiers and all that yummy stuff. This is a little written tutorial of what I did and what happened. I can assure you that it was faster in 2009 :) (at least 3x faster), but I bet 2012 is much better than 2010 and 2011. By the way this is a very cool technique, might come in handy :) .*…