I'm having a similar problem with the Max 2010 64bit version. Everytime I apply a vertex paint modifier it crashes. Switched over to the 32bit version and everything works fine. I'm having some performance slowdowns when I hide polygons though, but it's better than the permanent crashes I've got with the 64bit version.
The groin vaults really should be proper arches; as they are they won't be able to support the weight of the ceiling. The shape of the grooves on the columns also aren't correct, and I wonder if they wouldn't look better following the original design. Adding polygons doesn't always improve the scene; most of the appeal in…
Are you talking about NURBS surfaces? Can you post pictures? To reverse normals on NURBS, the only way I know is Edit NURBS>Reverse Surface Direction. If you can convert to polygons, things become easier. You can use the option Normals>Conform. This will make all normals point to a unique direction.
In my experience NURMS subdivision is quite slower than TurboSmooth. Anyway you don't need a custom script to toggle it. It can be found in Customize > Customize User Interface... under Category: Editable Polygon Object, Action: NURMS Toggle (Poly). It is also available in default quad menu for Editable Poly Objects,…
Hello I don't know if this will solve your problem, but I've made a python script for maya to transform the locked normals into hard and soft edge. This way when you export again in max the smoothing groups will be there. http://www.creativecrash.com/maya/downloads/scripts-plugins/polygon/c/lockednormals-to-hard-soft-edge…
Small post today, been doing some test for a potential project at work, quickly reproduced a ring from the Coco Crush Chanel collection. Basemesh done in Maya, added the "cross" patterns in Zbrush, baked with xnormal and rendered in real time in unity3D with the default post processing effect. Final model is about 10k…
That is amazing! So glad I brought up the issue on these great forums where I can learn something new. I assume the resolution of this painted layer is directly proportional with the polygon count of the model (higher Res-Mesh = higher Res texture). If so, I'll need a PC upgrade to fully benefit from this. :D
Did you fix the lack of edge loops in the neck and shoulder area? He's not going to deform well at all. Also, don't just paint on the shorts, either break away polys to put shorts on top of the model, or change the model itself to incorporate the shorts' form in polygons. You're getting ahead of yourself, take the time to…
@Brian "Panda" Choi is right. That is fine. There should be a Uv island for each smoothing group. Sometimes this is not possible and you need to cut. But this is not the case. On the other hand, this could have a lot of optimization. I see a lot of polygons there. Furthermore, I would recommend you use a number texture: It…
yeah I am really looking foward to the lowpoly and textures! Only thing bothering me in the highpoly is how you are subdividing objects without smooth and then trying to smooth it out. It is leaving the shape of the polygons behind. Why not do some of it in a modeling package and then bring it in and detail it? In…