Hello everyone, Can anybody please explain me what is going on here? It seems like Max is destroying MoI's normals immediately after I modify the geo or even place a simple edit poly modifier on top. Does this mean it's not possible to modify/continue the work I started in MoI, later in Max or I am doing something wrong…
Thanks for your answer Musashadin! What do you mean by "not properly converted to polygon geo"? You mean that they are ngons? Okay I've exported another version with only quads + triangles (file attached), and after applying edit poly normals break anyways. And even if it didn't break, ngon geo would be alot easier to…
I guess this face weight normal script you mentioned is pretty much the same as this http://www.scriptspot.com/3ds-max/scripts/improved-face-weighted-normals ? Because that's the one I'm using. It fixes some areas but not all of it (like shown in the screenshot): And two other methods sounds complicated and with their own…
Well yeah you're destroying your custom normals when you edit the geometry. This is an issue i had with CAD models needing some fixes aswell. The easiest way to fix this would be to use, after your edits, any face weight normal script like this : http://www.bytehazard.com/articles/wnormals.html(You need to have 1 smoothing…