Yes, staying in Max is a bit of a hack in comparison to dynamesh or a tool like meshfusion in modo, but dynamesh method is a little clunky I feel. Did you see the presentation at Zsummit 2014 showing this exact technique? Some nice examples plus the mask/project trick to clean up the inevitable dirty edges that dynamesh…
I would love to try something like this with Modo and ZBrush. As a new Modo user I hope to hear from someone more experienced if that's even possible (can't find a method for keeping a stack of live boolean objects for example).
Ha, this I don't know, as I haven't compared the output of both. That said I haven't even bothered looking at the meshing of this example model - I just applied a triangulate modifier and exported, and it behaved as expected when Dynameshed :)
@Fansub I dont think its possible in default max and dont know any script. I only know it the other way create smoothing groups from uv shells with for example TexTools. If its possible i realy would love to know.
What do you mean by break group off? So if I for example autosmooth it by 30*, how can i break it to have uvs for that Afaik 2017 has a feature which is called flatten by material id / smoothing groups but I havent been able to find more about it than someone mentioning it.
Only for simple geometry. We should avoid jumping across two programs when one will work just fine, but not all use cases are ideal. Quadrify Mesh doesn't work well with intersecting complex curves. Quadchamfer doesn't either. It would be a struggle to produce, for example, a crank case or a car engine with either. The…
for example i tried to make a quick highpoyl from a cs go model to get a nice normal bake. However even when just polishing witha value of 1 it gets extremely soft. plus theres a lot feel of a low res mesh, and subdividing kills my computer (its 500,000 polys after dynameshing, resolution 1024) I really wished i could get…
so is there any way I could make this look highpoly without it sharpening the edges? I intentionally used a low amount of geo because Imnot a fan of using tons of geo. So to any experienced user here, is it possible I could get good results? When I dynamesh it automatically sharpens the segments of the cylindrical holes…
hey, so i have been playing around with this again. Im trying to convert some of my old lowpolys into highpolys but the edges are always way too sharp. Is there a way I can work around that? My lowpoly versions dont have a lot of segments and whenever i try to smooth it after dynamesh, the result is too soft or blurry.…
I didn't want to start a new thread, and figured I could get some insight in this thread. :smile: Apologies if this is a bit image heavy. I've been facing this irritating issue with dynamesh, albeit probably not a big deal in the grand scheme of things, since once it's baked down with textures applied + compressed in…