Hello, I'm making a trim sheet that I sculpted in Zbrush. However, I kept getting errors when I tried baking some maps in Substance Painter. The errors seemed to indicate that the mesh was too high-poly for my computer to handle, so I used the decimation master tool in Zbrush to get the poly count down. When I decimate my…
i rarely weld. it either doesn't weld enough vertices, or it welds too many. instead i use vertex-stitching. you never end up welding too many vertices, although sometimes, the damn thing will decide welding a certain pair of vertices is not a good idea.
Remember that this is a vertical piece, you'll need to work some magic with the FOV to make this work. If you have a rotatable monitor you can use it and then configure your desktop to a vertical one and maybe work UDK or something like it that one to get a proper vertical screenshot with a high FOV. :)
This may be a silly question but is there a way I can render a model in 3ds max that will show the little dots that represent vertices? I'm only doing this for a small simple model to demonstrate a work in progress image. Thanks
You don't need to animate, just select a bone from the list, select a bunch of vertices to attach to that bone and click "assign". That's it, once you have assigned all vertices to some bone you can export (use "Select Unassigned" to search for stray vertices once you're done).
Another problem: When click Tab as usual to select the vertices, my entire model isn't highlighted, only the vertices of a single split group of the model are selected.
Hi, Just started learning 3ds Max. Quick question. I deleted some edges and didn't realize that I had to hold control while removing them to get rid of the vertices also. How do I clean up the mesh? Screw going in and deleting a load of vertices individually... Also: I need to know how to do this without scripts thanks.