You could also keep them separate, deleting their individual Turbosmooth modifiers, then just instance the same Turbosmooth modifier on all of them. (select all, choose the modifier) Saves you from having to adjust settings on multiple modifiers. Assuming you want the same subdivision on everything, sometimes you don't.
The tangent space in Blender is the same one that xNormal uses and actually has some pretty significant advantages over the tangent spaces in Maya and Max, which you can read about here. So there is noting wrong with Blenders baking in that regard ;) All in all, Blenders baking is pretty good in terms of workflow, it's…
Also, the modifier stack in your first screenshot is a mess. This is a really bad way to work, since any changes below the top modifier will often cause bad results. Many modifiers are dependent on the vertex order staying the same. If you change it, you're going to get all sorts of bad things. It's best to work as "flat"…
Ok,maybe I wasn't clear,I didn't mean all modifiers,ofc you will use symetry,smooth,etc.I'm not familiar with maya but in 3ds Max we have some modifiers called free form modifiers wich alter the shape of the mesh.What I meant is to try to get the desired shape from actually modelling and not rely too much on this kind of…
Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…
Like huffer said, I think the main difference between the two programs is that Maya uses nodes and Max uses modifiers. But to be honest, I find them to be pretty much the same thing - the biggest difference would be that Max' modifiers actually let you go back and forth in history, while in Maya you're mostly limited to…
QuadChamferProxy is the read-only version of the Quad Chamfer modifier. It allows scenes that contain the Quad Chamfer modifier to be loaded on machines that don't have a licence for the Quad Chamfer modifier. It is primary intended for network rendering and working in a team enviroment. Its has no parameters, it just…
You could do this with VertexPaint. Each modifier could be used to paint only that color, and you could use Additive blending mode to combine them. The only thing in the way is you can't force each modifier to only one color. You would juat have to be very careful to only pick and paint with Red in the red modifier. But…
There's same technique in max just bind group autosmooth to hotkey and this macro :) (Max script) macroScript chamferEdges category:"User group" toolTip:"Quad chamfer edges" ( a = $ b = Chamfer() addmodifier a b $.modifiers[#Chamfer].smoothingoption = 2 $.modifiers[#Chamfer].tension = 0 $.modifiers[#Chamfer].amount = 0.2…
Ikruel: Sure, contact me anytime! I found scripting Blender both pleasureable and useful. In the previous company, we scripted it heavily. It served as the level editor (even generator at some point) for handheld racing games. Python integration is solid. C++ is only for modifications of Blender itself (like viewport,…