I exaggerated the skewing in the high poly. I got the same result as you in the 1st image. I think this happens because of the averaged projection, while the vertex normal are flat, the averaged projection is skewed, if you move the verts along the normal this is basically what happens.
Poop your suggestion seems to work, but only to a small extent and I don't know why. I made an image to further explain... I maxed out the threshold and it still doesn't affect all UV vertex groups, but only the three to the left in this case... weird!
Eric - This is new to me. I know you can make animation without bones in a modeling package, but I thought you can use anims only with bones, morphs, or shader vertex offset. Why this isn't really used in games? Whats the downside of using this?
This is cool, reminds me of Tor's medieval city. Are you using tiling textures, and vertex painting for the wood and plaster of the buildings? Also I would maybe try to match the color of the grass texture with the color of the grass clumps, the transition feels a bit too harsh for me.
xNormal is baking the height information for each vertex in the low poly, the reason why hightmaps from programs like (for example) knald, or substance designer seem a lot smoother, is because they're creating the height map from a normalmap, not from the low poly mesh itself.
Perhaps I'm not seeing the same problems you guys are, but those look like things which can be reasonably worked around to me (in the first case by bending vertex normals, the second case being like ... just wtf are you doing, that's weird triangulating it like that).
Got rid of the floating triangle by selecting the vertex and going to edit-mesh merge. this change the color of a single poly to match that of the original polysurfaces. which is odd and concerning but atleast no floating triangle. But the same thing didn't fix the un-delete-able edge still in the wrist.
If you don't want distortion at the poles, you could make cube, normalize its UVs, then smooth it a few times and transfer vertex position from a regular sphere to get a sphere with cube-like topology. That way you can easily apply tiling textures.
Is the polish work with the ground textures done with Lerp based vertex painting, or are you using a lot of decals? Or both? because DANG what a difference that makes! Also, with the corners on the pilasters from the shipyard, are those decals over a tiling texture, or are they part of the individual asset's texture?
Perfect, could you try if this works for you when you select an object and run it (paste it in the Maxscript editor and press ctrl+E)? ePoly = $.modifiers[#Edit_Poly] -- alias, for convenience setCommandPanelTaskMode #modify -- switch to Modify panel so that we can enter subobject mode subObjectLevel = 2 -- go to edge mode…