I am getting a message, that editing posts needs to be approved - so I am unable to see the edit of my first post, as well as the last post (because I edited this as well)
I download v1.14 but it don't work with edit poly, it just work with editable poly. I have RegularizeEdgeLoop and it just work with editable poly too. can you help me guys?
tldr; Can this be customized at all by the user or is it hard coded in the .exe? I haven't tried to play with the AA option in 3, since i can't touch 4 atm. (taking bout the renderer, not enabling AA on maps more edges of the mesh on lower res.) longer: By my outsiders observations, it seems the option of 1/2 quality…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…
Sometimes slapping an Edit Mesh ontop of your Editable Poly, collapsing, and collapsing again to an Edit Poly can also sort out wonky mesh errors in Max..
yuo could addd an edit mrsh on top, do your editing, move the edit mesh below the skin modifier , then 'collapse to'. You should be left with skin intact.
toss an edit spline on there and select everything and hit divide and then re simulate or just go through and chamfer the spline points or collapse down to an editable spline and edit the interpolation settings
To edit all of the models' UVs at the same time, you'd just select the ones you want to edit and put a UVW Unwrap modifier on them. You can edit their UVs as one big sheet that way.
There seems to be a bit of a rendering issue involving the Viewport 2.0 rendering of the Overlay Append Mesh lines (though the same effect is present with regular wireframes). Using the legacy renderers seem to have their own bugs like when holding tab to draw a line of quads causes the overlay append mesh lines to vanish…