Hi scgstudio, thanks for the reply. I've since fixed the bevel and been progressing and finding new problems with the whole technique. I have a general understanding of face/vertex normals I just can't seem to put it all together properly right now. I've been using automatic and manual scripts on top (but this seems…
Thanks for the input Pharr. I've managed to fix the above issues with quite a bit of messing about but don't feel confident in the workflow personally. Currently trying to figure out the best workflow approach here. I'm generally speaking trying to transition from Maya to Max. Now because I'm not as familiar with the…
Yeah I think I mostly grasp the fundamentals it's more just a case of applying this to Max. I'm taking on a lot of work/roles for our project and decided (probably a bad decision right now) to transition to Max a couple of days ago. In Maya generally speaking I used to just harden/soften edges with 'reasonable' results…
Weighting normals is... weighting them, so during calculation, normal direction is based on angle between faces AND face size. The bigger face is, the more vertex normal is pointing towards normal of this face. But will NEVER be perpendicular due to weighting. Vertex normal direction is based on proportion between size of…
Here are some results on a single mesh, but progress hasn't gotten much further as I've been battling Max breaking when I try to put things on top of automatic script generation (argh). They're generally quite smart and effective - 4th image just shows the basic single chamfers. Essentially my understanding is…
If it comes to super super super flat result regardless of topology, you can use projection from flat plane gizmo. Projection is usefull only when mesh shape is very uneven and unpredictable in terms of topology. Two options: you make it by yourself or you can recreate it from projection gizmo as starting point. When…
Hi Ginsplosion. As far as I saw there are some topology issues. adding chamfers in those places will stop the 'fight for normal' between neighboring faces. Each pointed edge has only two vertices. Every vertex on them has only one normal direction and at the same time four faces which share this normal. This scenario will…
Well... what can I say ? ;) I'm happy because I was afraid that every one who bought VNT will want a refund. To this moment nobody :) So that is a good sign this script indeed has a real value to the people. And they not regret. Projection from another object is last possible option when no other will give satisfactory…