capone: Do you have a test scene you could send me or upload to try out? PM me if you do. I never tried it on anything as intense as what you've described (I don't think I tested it past 50 shells, let alone 700!). Vig: Hmm, yeah, I could definitely see issues with trying to normalize pieces which aren't mapped correctly,…
Nope, not in this case! If you've just got a diffuse texture then it might even be better since you end up with less vertex data than if you left them unwelded (I assume). The reason I'd never do this is because recently I've only been working on normalmapped assets, and welding UVs changes how most engines/viewers…
I'm going to use retard speak because I'm not sure how it happens technically. But I am able to keep it from happening with an odd set of rituals so maybe it will shed some light on it... Problem(s): I've noticed it freaks out when not all of the mesh is unwrapped in a way it understands. Part of the unwrap is garbled in…
Problem with that is, it results in triangles - unless there's a way of returning a snapshotAsMesh as an EPoly... I'm working out face areas as exact matches between UV and poly (ie. quad to quad etc), and using snapshotAsMesh means I end up with an entirely triangulated mesh. I can't seem to convert the mesh snapshot to…
1.) finish model(s) 2.) select all objects together and run some maxscript to merge them all together (its just some xReset + attach multiple objects to 1 together) 3.) unwrap this 1 object using either UVlayout or TexTools 4.) merge stack + select elements and split mesh back to separate parts + setup pivots never really…