Hi there. I have a relatively Low Poly Model. This Model is already skinned. I want to make the Low Poly Model to a high Poly Model. Is there a possibility to use the MeshSmooth Modifier together with the Skin Modifier? At the moment the MeshSmooth Modifier messes the Skin Modifier up(wrong vertices will be weighted) I…
I wrote once a symmetry script in Modo but thats long ago (205, or so). Its the one thing that pissed me off about modo that unlike max it did not have symmetry modifier system. Also if I am not mistaken back then there was not yet a instance ability - though I could be wrong. There are already some mirror commands…
If you attach an object with modifiers stacked, these will automatically count as the final geometry in the attachment process. So if you've twisted things around with an FFD, this twisted mesh will be attached to your original object, and so forth. Attaching a mesh with a TS modifier will attach a very heavy mesh, since…
"Sub-d models in undivided state are still having lots of redundant loops you would have to get rid on next LOD" Tell me you are a maya user without telling me. A lot if times if stuff is built with modifiers its just removing said modifiers to kill support loops. Making LODs on meshes with a quadlike structure is usually…
If you use 3ds Max, you can also use the modifier stack like this: UVW Mapping Poly Select Editable Poly Working in the bottom modifier, you can model however you want. And uvs are automatic. Just turn on Show End Result. Poly Select modifier is there to prevent the sub-object selection from restricting the uv modifier.
1. Duplicate the meshes in place (select them all then press ctrl+V). 2. Combine them, and add a Skin Wrap modifier to the resulting mesh. 3. In the Skin Wrap modifier add the already skinned meshes, and change settings as needed. 4. Convert the Skin Wrap modifier to a regular Skin modifier. 5. Delete old non-combined…
Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
Thanks friend! I don't really know what you're talking about, but I will do my best to duplicate your instructions. However, now in the modifier menu it shows up as having "boolean" as modifier, even if I haven't done anything to it. When I delete the boolean modifier, it deletes the entire model. Is there a way to undo…
1. Add a UVW Map modifier, and fit it to the whole mesh. 2. Adjust the UV scale until the texture matches the geometry, roughly. 3. Go below the UVW Map modifier and select the building in subobject mode. 4. Go back up the modifier stack, and the building should now be roughly mapped. 5. Add a UVW Unwrap modifier to…
Don't attach anything. Just apply a Unwrap UVW modifier to all the objects. This will create an instanced modifier that can be used to unwrap them all at the same time. After applying the Unwrap UVW modifier select each object one at a time and move the Unwrap mod under the Turbosmooth / OpenSubDiv modifiers.