Here's a script "UV borders to hard edges". The algorithm is quite simple: 1) Select UV borders (used part of Renderhjs' script for Roadkill uwrapping) 2) Convert UV edges selection to EditPoly edges selection (Max is a real pain in the ass!) - my part of the script 3) Make smoothing groups in hard edges style (used script…
I had some problems with the script posted above, It seemed to give me some incorrect results on more complex models. I decided to have a go at it, so here's my take. Basically I build a list of all the UV islands using a UV modifier, then set the auto smooth threshold to 180 and run auto smooth on each island. I'll post…
yep TexTools reads out the smoothing groups and create UV shells based on that - which is a great start to unwrap. The opposite should be possible as well, I will have a look at it later and see if I can wrap together a quick script that does it the other way around. In TexTools its the subscript…
I know this an old thread, but does anyone know why in 3dsmax 2012 the function getSmoothGroups from Textool seems to be failing ? i've been trying to wrap my head around what might be causing Textool to ignore my SM Group and make a default one by angle instead? I wish i was still in 2010 only for this tool haha !