wouldn't a new thread be better, instead of hijacking this one on page 6? Other people could contribute as well then. You're right about that. Blender sticks to the no overlapping window philosophy way too closely. There are times like errors, or exports, or saving, when you want an overlapping window to jump up in your…
should work with no problem :| does it give you an error !? @monster & @Sage thanks guys :) @Delerium totally agree :) also new price: $10 :> also little update... http://remusjuncu.com/maxscripts/ added rappatools2 also.. will upload source code for it as soon... should rename the page to scripts... so i can upload my…
@Matthew I am using turbosmooth for my high poly, but just wanted to know if either method would produce drastic errors later on before going any further. @visceral After readin the above posts im going to go try it now. On a side note, which method would u guys use and why? Thanks, Big
I've never been able to get that to work in 1.0 and haven't tried it in 2.0 yet maybe they fixed it? But that's the "crazy nuts buggy" part I was talking about. Even on a very simple mesh I know for a fact is symmetrical, it would give some kind of an error like "please define two tris in the center" or something. Yea did…
So I have finished the nose. It was a bit of a pain. Her nose is kinda weird. Any feedback is welcome. The nose is a bit blocky and I can see potential errors. But I might be over thinking this. I have spent the better 6 hours on and off trying to get this nose. The face has smoothing groups applied but it looks good.
Thanks Dana. How about standard lerp alpha blend? I wonder if this would be slower than additive or multiply blending. I'm thinking about foliage mostly, but also decals. IIRC PVR used to have tile-based sorting, which had virtually no alpha sorting errors. I wonder if the iPhone chipsets still have that?
Okay, I read somewhere that I could try and find the problem in the MA file, so I opened it in the script editor and ran the code. It flags up this error: Here is the code, it's funny that the setAttr is actually on like 3773: Could I just allow it to run up until it hits the problem? That MIGHT save me some time.
give this a read http://www.polycount.com/forum/showthread.php?t=81154 In some cases you might just need to add the extra geometry it seems like you have the process of making the normals down...now it's just a matter of fixing the errors...best way to learn i think is from knowing how to fix your mistakes :) gl
thats what a normal map does mate. Its trying to counteract the smoothing errors of the low poly. If you want to get a better idea of how this stuff works read the wiki page. otherwise just bevel the corners, and if the normal map shades correctly ingame, than who really cares how wonky your normal map looks?
Could FBX exporting mess things up? I sometimes get an error about "turned edges" when I export models from Max. "The plug-in does not retain the orientation of Diagonals on Editable Poly objects. This could have an impact on modified UV coordinates. Refer to the Online Help for more information." What exactly does this…