Everyone who has tried existing FWN scripts probably knows this small problem: To fix it in 3ds, you just add another Edit Normals modifier into the stack, select the offending faces and use Edit Normals -> Average -> Selected command. But what if we automate that too, with a way to exclude chamfer face influence? End…
Just wondering does anyone know a fast way to assign normals by hand in max? Without using scripts it looks like I have to select individual faces one by one to choose what I want to average which seems tedious... I can't seem to use face to face/edge loop tools for quick selection.
Maybe I'm missing something silly, but when I try using the Edit Normals modifier in Max, I can't seem to ctrl+click multiple faces to make a selection; dragging the mouse is my only choice (which selects unwanted faces). I go to Select By>Face mode...nothing. Oddly enough, sometimes ctrl+click suddenly works, some other…
If i create a new cube, inset all the faces, then add a projection modifier and push the cage out, it happens there too. Something to do with the fact the new faces dont have smoothing groups maybe. But i don't want to highjack your thread with this issue.
Under the shading tab change it from manual to sharp boundary and set round shade to 1.0 The script works on face selections. So you make a face selection and then press a hotkey to trigger the script. After dragging the script into max it will appear in the Normal Tools category.
@gnoop - I was thinking on using that with the custom normals method, but unfortunately its ruining the best side of the technique. That, you need only one model. However, sometimes it can help, and you can make part meshes to steal from. But I don't think that would give perfect result. @tynew - Sorry, it works like that.…
I'll definitely be trying this for this month challenge! What are you refering to with FWVN? I'm guessing the last 3 are weighted vertex normal but I can't figure the F. Edit: FACE!!!
I presume you mean Syncview's script? I see you posted in that thread as well. Here's the link again if anyone's curious http://www.polycount.com/forum/showthread.php?t=75753&page=2 Are you able to share any details about the custom tools? Does it work on face angles and surface area or is there some other process…
Newer Maya has the default setting of "Vertex Normal Method: Angle And Area Weighted". This is a whole lot better than the older way they used to have. It does look similar to what you want to have, but it's not good enough imo. The Vertex Normals of the bigger faces on that beveled cube don't all have the same normal…