I hate modifying curved surfaces! I try to mitigate this effect by cutting my mesh into non-contiguous chunks to keep edge loops from running across surfaces that don't require them. I've found that trying to reinforce an opening along a curved surface yields much better results if there are a lot of edge loops to start…
Hey Brian, thanks for your reply! Here are some more perspectives of the sculpt: (This was the sculpt which I then imported back to Maya for some modifications, so the basemesh now looks like this: sry for the quality, but my computer is way too slow for good renders right now x.x) About the Hair: Yeah I haven't figured…
for me it works on some models, on others it's a joke, with some geometry it just gives weird/unbalanced results no matter what. actually i prefer the freeware LSCM unwrap plugin for max that was posted in these forums or roadkill for maya for this task, the algorithm they use often seemed to give somewhat better results.…
Required/desired texel density depends on that Texel density itself is static and directly related to object dimensions and texture dimensions. It does not change unless you modify UVs or scale the object In this case. The UVs are probably the root cause of any problems like pior said - it's certainly nothing to do with…
@dread_companion One way to speed up skinning in Max that I used years back was to model a really low polygon mesh, apply the Skin modifier and tweak to my liking, then skin-wrap (modifier) a higher resolution model to this mesh and use 'Convert to Skin' to turn the skin wrap into a new skin modifier. That usually left…
If you were working on 3ds Max, here's some tips: Smoothing group - "Set Smooth" to the model - Edit mode - Select edges to cut the smoothing groups - Click on "Ctrl + E" - Choose "Mark Edge Sharp" - Modifier / EdgeSplitter http://wiki.blender.org/index.php/Doc:2.5/Manual/Modifiers/Mesh/EdgeSplit Bevel - Modifier / Bevel -…
This is very similar to the workflow I used to retopo my garment except I use blender. It's really good for the sculpting phase but not usable within MD. Simulating more simple mesh like this t-shirt with Ncloth or blender is possible though if you only add thickness after the simulation. Thanks for the response. I had an…
assuming OP selects the correct option when attaching the models it should all work - obj supports multiple materials on a single mesh. Im not quite sure from memory what happens to material IDs if you detach an element that has only a single ID from a larger object that has several - it wouldn't be surprising if it…
Hello, I'm having a problem that is slightly driving me mad. I've spent all day trying to eliminate the big seams on my model to no avail. I usually just flip the green channel and I can get it to work, but it does not seem to be working on this occasion. At first, I thought it was the dreaded 3ds Max Gamma/LUT control…
Turbosmooth is much older and doesn't have all the features OpenSub Divs do. OpenSubDiv uses weighting on the edges and vertices to adjust the sharpness. You can adjust the crease weights within editable poly, edit poly, and we also have two creasing modifiers. Crease Modifier which drives all the weights the same, and…